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Messages - Monsieur OUXX

#2101
You madea typical pixel-art beginner mistake, that got pointed out with Khris' version of the toad -- but the same could be said of the mushroom :

LACK OF CONTRAST

What's directly under the sun should be very light.
What's underneath the shape must be almost black (see the toad's belly?).


Keep that in mind for every single drawing you do, and you'll do great.
#2102
Quote from: Khris on Wed 15/01/2014 17:48:13

I don't think the dithering adds anything to this;

+1
#2103
Every now and then, monkey or someone posts links to the bug tracker, but for some reason (permissions...), it seems that non-developers can't see them. Am I right or am missing something? It would be cool if everybody could see the open issues.

EDIT: in addition to Jospeh's post: yes, I also want to thank CW explictly for his awesome work. And the few other contributors too.
#2104
I'm interested in only one thing with 3.3.x and 3.4.x : did you fix the bug that was making AGS 3.3.0+ repeatedly complain that a script had been edited externally, when it actually hadn't been?
#2105
Awesome track, Drew.

The development is still going on, we just released this:


This will be part of a rather solid debug interface
, especially targetting beta-testers.
- We know that the "Forge" team had a similar idea, but produced a half-baked built-in notepad for the testers but that, even though their debug interface was globally advanced, the text-typing control specifically was inconvenient to use. We're aiming at maximum convenience and efficiency for testers.
- We also know that Dave Gilbert (and possibly Crystal Shard) bumped into annoying issues because of a handful of blocking bugs in the released game, forcing players to wait for a newer version of the game, and start the game over. It made us think: if even the best have those issues, we need to be careful. That will not happen to us. No Sir! We have a cunning plan. :)

#2106
Quote from: Calin Leafshade on Sat 08/02/2014 15:04:11
The most recent version of the engine has alpha blending built in so the plugin is totally unneeded now.
Yes, that's what I thought. Yet, a module to tie all that together would be nice.
#2107
If I recall, this is a rather old plugin, and unless I'm mistaken (there are several rain and particles plugins/modules so it's easy to cinfuse them) this one is a bit outdated -- and does not handle alpha blending (except full transparency, of course).

You might want to look for a more recent particles plugin/module (e.g. akumayo's particles, or others...), and test to see if it manages alpha channel.
Unfortunately, I've done that research myself recently -- but since then, I completely forgot the outcome of my research.
#2108
Most of the questions raised in this discussion have been synthesised in this wiki page.
#2109
This thread is older than 120 days but I dug it up for archiving and research's sake:

Most of the questions raised in this discussion have been synthesised in this wiki page.
#2110
About the "\a": yes, as you pointed out, I meant that the error code should be "unknown escae sequence", definitely not "unfinished string".
Having said that, I'm in favor of an error message, you're in favor of letting it through. In any other laguage, both solutions would have their pros and cons.

But in the particular case of AGS, I think letting it through is not a good idea, considering the special role of "[". With that character, the escape "\" doesn't get swallowed up. With any other character, the "\" does get swallowed up. It's extremely confusing. And unlike \\ or \", that behaviour has no syntaxic role, it's only for anticipating a potential rendering later on.


PS:
Quote from: monkey_05_06 on Tue 04/02/2014 10:58:54
Whenever any function manipulates the string (Append, AppendChar, Replace, etc.) (also, string literal -> String conversion) then the open bracket character ('[') will consume all backslashes ('\\') immediately preceding it.
Wow, I thought the issue was only at rendering time, that explains why all my tests were failing. You just saved me from insanity!
#2111
As monkey posted here, "any other backslash is ignored". Managing backslashes is inconsistent. I think it's a bug and ought to be fixed:
- in the editor, a string like String s = "aaabb"; should raise an error at compiling time ("unfinished string" "unknown escape sequence")
- in a Label or Display, "aaa\\[bbb" should appear as:
aaa\[bbb
and not as:
aaa[bbb


#2112
OK there's somthing I really don't get.

Here is my code:

Code: ags


//returns the string "aaa\[bbb"
String GetTestString()
{
    real="aaa";
    real=real.AppendChar(eKeyBackSlash);
    real=real.AppendChar(eKeyOpenBracket);
    real=real.Append("bbb");
    return real;
}

//meant to render a string into a Label exactly the way it's stored in memory. Each character is rendered
void RenderStringReal(this Label*,  String str)
{
  String real="";
  int i=0;
  while (i<str.Length)
  {
    char c = str.Chars[ i];
    if (c==eKeyOpenBracket) 
      real=real.AppendChar(eKeyBackSlash); //just a single backslash

    real=real.AppendChar(c);
    i++;
  }
  this.Text = real;
}

...
//at execution-time
myLabel.RenderStringReal(GetTestString());


No matter how many backslashes I insert
at the line "//just a single backslash", none of them is displayed. I only end up with the opening bracket. Does AGS swallow up all the backslashes preceding an opening bracket???
#2113
Hey CK, I only just saw your post!
Please send me this in Private Message, we'll see if it fits the needs. In any case, thanks a lot, you contributed (I suppose) approximately 10 hours of game-making, making the release of the game 10 hours closer ;)
#2114
AGS Games in Production / Re: Grim Quest
Mon 03/02/2014 16:34:21
I like how the new graphic style is more consistent with itself
#2115
Quote from: monkey_05_06 on Mon 03/02/2014 04:48:22
You could use similarly named extender methods to specialize the returned output

That's what I'm currently doing, but in order to be sure of what I'm scripting, I need to be sure of the standard behaviour of each control (Label, Display, ListBox...). I think the differences that I've pointed out between Label and ListBox are correct.

I have bugs in my rendering but I cannot be more accurate here right now. I'll post again if they persist.

#2116
Quote from: Mandle on Sun 02/02/2014 07:30:09
I assume that after this point we get to see the Heroine's final entry into Valhalla...

Actually, no. She enters a fierce battle with the Valkyrie herself. And she wins. The Valkyrie dies in battle, which makes a second Valkyrie arrive to take the first one to Valhalla. Complete mess.
#2117
Hi all, i'm having big trouble managing the '[' character in my rendering.

Correct me if i'm wrong: (i've tested that myself by i'm always worried that i actually made a mistake in the test itself)
- in Labels, a '[' alone skips line
- in labels, '\[' displays a '[' (backslash acts as an escape char)
- in Labels, '\' displays '\'
- in Labels, '\\' displays '\\' (backslash doesn't act as an escape code on its own, neither several times in a row)
- in ListBoxes, '\' displays '\'
- in Listboxes, '[' displays '['

I didn't test any of that in "Display" but I assume it works like "Label.Text"

EDIT (see my new post later on):
- In Labels, "\\[" displays only "[". Same goes for "\\\[", or "\\\\[", etc. No matter how many backslahes.
#2118
I have this code in a module's on_key_press, literally like this :
Code: ags

        int key;
        ...
        Display(String.Format("key=%d",  key)); //DEBUG
        if (key == 91)  //'['
          text = text.AppendChar(92); 


I put a breakpoint on text = text.AppendChar(92); .
When I execute, the Display shows "key=91". That would mean key == 91.
Yet, the if (key==91) is never true, and the instruction with the breakpoint is never reached.
What is this wizardry???

EDIT: actually it's only the breakpoint not happening. I don't know why. But that explains everything, and the script works as expected.
#2119
It's nice :)
I need to create a little demo game and everything will be ready for upload

http://www.youtube.com/watch?v=RnRvSp8x9g8

#2120
Yep, pure RTFM. I told you it was silly!
The worse part is that I did read the manual page thouroughly, to check if I was putting the function in the right script, and if the import was OK.

Thanks guys.
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