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Messages - Monsieur OUXX

#1461
+1 Crimson Wizard

- Global stuff (in modules and global script) is all about "import" (and "export" if needed)
- putting the enum in each room is very bad advice ;) (no offense)
- CW's updated code is probably good (he's no fool (roll)), even though I have no knowledge of what's custom in the code and what's AGS built-in (AmbientSound, LastAmbientSound...)
#1462
Quote from: Fitz on Mon 20/04/2015 08:55:37
once I figure out the pause system.
If you've looked at what I've sent you, my discovereies were actually not as cool as I remembered. It's mostly fiddling with the SkipStyle to make sure dialogs can be skipped when needed or not skipped by mistake when you have a custom gui displayed and don't want the keypresses to skip speech.
Also in the RealPause module you can have a look at "suspendableWait" which does exactly like Wait but also works when the game is paused. That's for when you want to do a Wait in repeatedly_execute_always which normally fobids them -- typically, when you want to do some timed things in your custom Guis while the game is actually paused using AGS' built-in PauseGame();
You can see that function in action if you search macros WAIT_10, WAIT_100, WAIT_200 etc. in the scripts.

#1463
Quote from: Fitz on Mon 20/04/2015 06:26:31
I might simply reduce the checkpoint menu's position and size so that it doesn't overlap with the speech (which usually displays in the upper half of the screen).

You can try making the current speech line disapear instantly by switch speech to "timed mode" and then setting the speed to maximum speed. When your menu appears the speech line will briefly stay on screen and almost immediately disappear. The only draw back is that that line of speech will be consumed, so if you "unpause" the player cannot re-read it.
#1464
I can't be sure but my intuition tells me that the culprit is a custom plugin (maybe the Steam plugin? I can read "libagssteam" in the error message) -- AGS is cross-platform but (almost) all custom plugins work only on Windows.

That said, The people behind Herione's Quest are so badass that it's perfectly possible that they took advantage of the latest AGS refinements that make it much more cross-platform.

Conclusion: Go to HQ's download page. Does it say it's compatible with Linux?
#1465
Oh sorry sorry I think I didn't understand the issue.

Are you annoyed by the fact that you can't do custom things while dialog options are displayed? (I thought you were talking about the dialogs themselves).

I confess MyEakingBack's solution is too complex for me (I don't master at all the dialog bits of AGS scripting, more the visual bits).
HOWEVER if your issue is just the autosave thing, why don't you just set a boolean flag in your repeatedly_execute_always whenever the game need sto be saved, and then in repeatedly_execute juste check the value of that boolean and call SaveGameSlot? The saved game will only one frame/game loop late. 

Also KEEP IN MIND that there are very good custom modules that handle custom dialog options very well. You should download one and see if the way it's written makes it easier for you to manage blocking things.
#1466
I know that performing advanced stuff (such as pausing and loading a game) while the game is performing some blocking built-in actions (especially dialogs, which display the text on top of everything) can be pretty complex.

I did some research into that, and I ended up finding some interesting workarounds using trial-and-error. The bad news is that I can't remember any of this from the top of my head. But I suggest you have a look at how our "real pause" system works and even hides the current line of dialog. Just start a new game and click on the blue "D" button on the right while a dialog is running. (I'll send you the link in PM)
#1467
Quote from: Darth Mandarb on Sun 19/04/2015 13:40:11
Quote from: monkey424 on Sun 19/04/2015 12:18:37Can anyone say for certain that a directed energy weapon wasn't used?!?

That's not a valid argument.  That's like theists telling atheists that they have to prove that god doesn't exist.  The burden of proof falls on Dr. Wood's shoulders, not her detractors.

#1468
Quote from: Crimson Wizard on Sat 18/04/2015 15:54:21
Well, this is a very well known behavior in AGS
i had no idea. i thought the only issue lied in the fact that you can't reach a sufficient granularity in color shades with only 24 bits, and also the "248" upper limit with the blue.
But surely there is a way that GetColorFromRGB(nothing, nil, gimme all the blue you can get); doesn't return "that's white for you, bitch"? :D
#1469
General Discussion / Re: Star Wars Movies
Sun 19/04/2015 02:18:08
Quote from: Joseph DiPerla on Sun 19/04/2015 01:28:32
Dont forget this one either:http://www.adventuregamestudio.co.uk/site/games/game/1181/
Hahaha! Shaila is that one game maker who always finishes her games! Bless her, she's so productive.

I'm actually surprised that there haven't been more star Wars games made with AGS along the years. Seriously : nerd/geek + video games + star wars = star wars AGS games. Yet, there are more harry potter games than star wars games ;) Maybe if Lucasarts had released a successful SW point n' click game back in the days, then there would be plenty of fam games nowadays, just like there are Indy fangames flourishing. Maybe SW is stuck in the arcade/action genre for no reason other than historical.
#1470
What. The. F**k.

@Chamber of Fear, thank you so much for spending time on my issue!

I know AGS for some time now, but I never realized that it relied on a palette for primitive colors, even in 32-bits games.
@Crimson Wizard or monkey_05_06 or someone else, some behind-the-scene explanations about that, just out of curiosity?

Also, why does GetColorRGB generate an incorrect color value? (white instead of blue) Does it have to do with the "TruBlu paradigm" and the fact that the Blue value, unlike the others, can only go up to 248?
#1471
Quote from: monkey_05_06 on Fri 17/04/2015 17:15:41
some of the cursor images I know have a black border but the exported image has a black background. These will need to be corrected by hand to be reimported.
I'll have a look.

By the way, how about a little freshening up of the template's graphics? The topic was around recently. I'm not changing Roger, but I could update a few things (icons, etc.). I could also add a few fonts from the SCI fonts of the AGS wiki. I'll first make sure they have accented characters.
#1472
OK I never do that, but I'm so baffled that I see no other option than posting my whole AGS project here. I'm not even going to try trimming down the code to show only the bit of code that causes the issue, because I'm certain the issue comes precisely from some variable being overwritten somewhere where it shouldn't -- hence the need for the entire code.

Here is the scenario:
0) Download the app here : https://www.dropbox.com/s/6rzrq569vccuyvf/EasyPerspective.zip?dl=0
1) Run the app
2) Press key "L" (you'll see the little L at the top of the screen become red)
3) Press key "+" (your cursor changes)
4) Click anywhere. A cross appears. It's white. You'll notice that the caption at the top of the screen says "editMode=1".
5) Press key "space". The caption ow says "editMode=3"... and the cross should appear BLUE. Yet it still appears WHITE. Why, why why???

It all happens in function "Draw_VLines" .

It's so, so weird. The instruction "color=COLOR_BLUE" does get called, the color value is correct, and there is no other cross drawn on top of the expected blue cross.

Pro-tip: You'll notice by reading that function's code that if you press "D" while the cross is getting rendered you get some extra Display calls to see more of what's going on. Pressing D again removes the messages (even though it's a bit tricky to press D to both remove the Display and trigger the debug off. Just hold the key down until you succeed).
#1473
Quote from: Crimson Wizard on Fri 17/04/2015 13:11:19
Well, proper solution is to fix the game template, I think. Someone should do this...

I can do that.
So, 32-bits / D3D9 game by default?
#1474
Quote from: shaun9991 on Fri 17/04/2015 16:33:56
Monsieur OUXX: Thanks! :) Hope you enjoy playing it!

The download page is blocked by my firewall at work :-(
#1475
Quote from: Darth Mandarb on Fri 17/04/2015 12:44:28
and then make a HUGE scene publicly shaming those scumbags

Can I be the one guy in the room (under disguise) who stands up and starts slowly clapping? -- when you start doing the scene in the middle of a serious Powerpoint presentation with 500 journalists in the room
#1476
Oh wow!!! I love the graphics and the theme is original!
#1477
General Discussion / Re: Video's in AGS
Fri 17/04/2015 12:41:09
Regarding performance: I think that the codec used to encode the video plays a large role in performance. If you encode a hi-resolution video using a codec that features lossless compression (RLE or such, usually meant to preserve good-looking pixel-art), then it's gonna be super slow...
#1478
Quote from: Crimson Wizard on Fri 17/04/2015 12:31:23
These icons are originally 8-bit images, and they cannot be displayed correctly in a 32-bit game.
+1
Solution: export the sprite, then re-import the exact same file that you just exported over the same sprite slot. Problem solved.
#1479
General Discussion / Re: This is frustrating
Fri 17/04/2015 12:19:38
Dammit I've finally beaten the 3rd guy (with the mouse!) and the 4th guy throws motherfracking fireballs at you!
#1480
On an unrelated note, the absence of brackets is quite disturbing:

Code: ags

///YOU CAN DO THIS:
else
{
    Game.StopAudio();
    a03The_lab.Play();
}

//...OR THIS:
else
    Game.StopAudio();

a03The_lab.Play();

//...BUT NEVER THIS:
else
    Game.StopAudio();
    a03The_lab.Play();

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