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Messages - Monsieur OUXX

#2401
Ok I think that the issue rests with : sprite = DynamicSprite.CreateFromExistingSprite(_renderingGui.BackgroundGraphic);

Because of that, AGS creates a very small sprite (because th eoriginal background image is tiny), and then no matter what I draw, it's always outside the surface, so I don't see it.
My complteley transparent sprite was much bigger, so I could see what was drawn into its surface.

I'll replace the line with sprite = DynamicSprite.Create(_renderingGui.Width,  _renderingGui.Height);


Solved.
#2402
Hi,

In my 32-bit game,  created two GUIs with those features:
GUI #1 :
  - background color: 0
  - background color number: 0;0;0
  - background image: 666 (this is a picture that's entirely transparent -- it's all pink)

GUI #2:
  - background color: 0
  - background color number: 0;0;0
  - background image: 777 (this is a picture that is almost entirely transparent, with just a few colored pixels in the top-left corner)

Note: In the code, I have a variable _renderingGui that can point to either GUI#1 or GUI#2 depending on the needs of the test.

At the very beginning of the game execution, I do this once, to take a screenshot of the GUI background:
Code: AGS

   DynamicSprite* bgSnapshot; //global variable, used later

  DynamicSprite* sprite = DynamicSprite.CreateFromExistingSprite(_renderingGui.BackgroundGraphic);
  DrawingSurface *surface = sprite.GetDrawingSurface();
  if (bgSnapshot == null) { //very first time
    bgSnapshot =        DynamicSprite.CreateFromDrawingSurface(
                          surface, 0, 0,
                          surface.Width,  surface.Height
                          );
  }


Then, in repeatedly_execute_always, I do this:
Code: AGS

    DynamicSprite* sprite; //global variable

    ...

    sprite = DynamicSprite.CreateFromExistingSprite(_renderingGui.BackgroundGraphic);
    DrawingSurface *surface = sprite.GetDrawingSurface();

    redrawBackground(surface); //this draws [i]bgSnapshot[/i] back into [i]surface[/i]
    DrawStuff(surface); //this draws shapes and stuff onto [i]surface[/i]

   surface.Release();
   _renderingGui.BackgroundGraphic = sprite.Graphic;


I observe a very weird behaviour that I can't explain:

- When I run this code with _renderingGui being GUI#1, then I can see all the stuff that gets drawn in DrawStuff(); Apparently, the fact that the background image of the GUI is completely transparent has something to do with it: I'm almost certain that nothing gets drawn during redrawBackground(), because when I draw more and more stuff in DrawStuff() at each loop, the stuff drawn in the previous loop is still visible below.
- When I run this code with _renderingGui being GUI#2, then I can only see the background image of the gui. All the stuff that gets drawn on top of it in DrawStuff() does not appear.


Anybody has an idea?


#2403
Quote from: monkey_05_06 on Mon 10/06/2013 16:44:31
I've been maintaining for years that AGS is capable of anything, but no one wants to listen to a monkey.

That's because there's a hidden, implicit part in the sentence: "capable of anything without having to permanently re-invent the wheel and requiring insane workarounds". I guess we forgot to remove the [hidden ] tags around that bit. ;)

#2404
I've advertised the kickstarter on the French AGS forum, which is surprisingly active: http://adventuregamestudio.fr-bb.com/t2170-un-kickstarter-pour-nelly-cootalot-ii#33925
#2405
I've updated the first post to make it more explicit for those of you who don't lurk the Internet enough to know obscure memes.  :smiley:
#2406
It's now possible to do this in AGS.

Isn't technology wonderful?




And AGS now being cross-platform, finally this is an answer to that old paradigm :

#2407
Quick question: are you planning on releasing the source code for this? I need to make a tool that does 90% this and 10% something else... Starting from your code would be a life saver.
#2408
Quote from: Armageddon on Thu 06/06/2013 10:02:28I'd join just to fix your conflicting pixel resolutions. :P

Oh yeah? Well do it, I challenge you. (also I don't see any pixels resolution conflicts ;) EDIT: Oh, I see it now. It's this jackass Photoshop who doesn't understand the simple concept of "nearest neighbour 200% zoom" and always changes something in your back)
#2409

Floppy #1 is now available! Make sure to get it at the till of your closest grocery store!


Note: Binary Legends is not affiliated in anyway with Lucasarts or the Disney company.
#2410
Quote from: Andail on Wed 05/06/2013 22:36:06
Did you you uncheck the aa box before drawing the mask?
Oh yes, you're right, maybe i didn't do it in the correct order. I've been searching for the cause of the issue and tried many things so it got a bit mixed up.
But I had no idea the order was important, since in photoshop a lot of things are calculated on-the-fly (like the dropped shadows, etc.). Thus I thought one first drew the pixel-perfect outline and then Photoshop would do the corresponding processing depending on whether or not the box is ticked.

Quote from: Anian on Wed 05/06/2013 22:58:41
you have options of Brush and Pen (Pen is of course for pixel art), but to erase you choose the eraser then change the Mode to Pencil in order to delete with a sharp edge.
That's probably the reason!!!
That's why I hate photoshop: the interface isn't consistent with itself. So, when you want to draw the tool selection (brush or pencil) is in the main toolbar, but when you want to erase, there is a third tool (eraser) but it's redundant to the two others -- since you still have to select the mode, except this time you must choose the behaviour in the top-hand bar. AAAaaaargh!

Thanks a lot, that's a life saver.

#2411
I hate photoshop! Help me!

Once again, I'm baffled by Photoshop's weird behaviours at pixel-level. And I'm unable to find why it's acting like that.

I have Photoshop CS3. I've selected an area of a layer, using the magic wand and then finishing with the lasso. The "anti-alias" box is unticked. The tolerance is 0.

Then, I hit "del" to erase what's in the selected area.

That's where trouble kicks in: Despite "anti-alias" being unticked, it seems like Photoshop tries to smooth the deletion, and erases pixels OUTSIDE the selected area (some pixels located at the selected area's border, in every place there is dithering).
Additionally, it doesn't completely delete those extra-pixels. It just increases their transparency a little more every time I hit "del".

So, how do I make Photoshop strictly delete the pixels I've selected, all of them, only them, and completely? Like in any regular drawing application?

#2413
Quote from: Elum on Mon 27/05/2013 09:56:14
Best pitch video since "Double Fine Production's Tim Schafer's Double Fine Adventure". Simply brilliant. :)

+1
#2414
Quote from: Arj0n on Mon 03/06/2013 15:39:09
Is his scar included?

I forgot about the scar!
On the forehead, right? His lightning-shaped scar? ;)

We need volunteers!
#2415
Quote from: dactylopus on Sat 01/06/2013 18:15:41
I really like this version, but I think the BL is a bit too large.  I don't think it should overlap the bevel in any way, personally.

OK I'll keep that in mind for the next version. Thanks!
#2416
...And I'm posting more stuff without even asking the team leader. :D  (that's just one picture and it will eventually be animated anyway)



The carvings in this tumulus said...
...that you should join the team and draw the best background of your life! :D



#2417
My best effort.

I'm sad that the digits don't look as crisp as in the previous version, but I didn't figure out a way to make it work.



#2418
Quote from: DBoyWheeler on Sat 01/06/2013 02:45:46
Hey, I can serve as a proofreader if you have need of one.

Thanks, we'll keep your name. How about beta tester too?
#2419
OK, thanks a lot for all the feedback.
#2420
Thanks for the answers.
I'll see if I need to adapt your module or if a simple boolean will do the trick (it's for a small room with few interactions)
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