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Messages - Monsieur OUXX

#741
EDIT: removed comment
#742
How does it play in your external video player (VLC, windows Media Player...) ? Is it also a mess there? If yes, then it's not an AGS issue, it's only a video conversion issue. In that case This thread should not be here, but, don't lose hope! You can either post your question in "ask something. We can help" or in some dedicated video forum, where people will have more knowledge of those questions.
#743
Quote from: selmiak on Thu 07/09/2017 11:12:25
oh nice. Though increasingly irrelevant is not fixed ;)

Welp. Dave Gilbert said to never EVER use Direct Draw (and he said that severeal years ago). Since Dave Gilbert is like AGS-Jesus, you'll never catch me using Direct Draw anymore.
#744
Quote from: Snarky on Fri 08/09/2017 21:17:01
Personally I think the built-in fade-in/fade-out functions should not be used anyway (in any fairly ambitious game), because the way they freeze background animations is so ugly.
I had the same opinion until I realized that, in the end, it's failry unnoticeable -- once you get yourself to be used to "old-school" again. From experience it takes only around 10 minutes of playing Fate of Atlantis until all the ugliness starts fading out and you start finding the art and stuff like that pretty again.
#745
Quote from: Crimson Wizard on Fri 08/09/2017 18:37:42
Surely, you could always just turn it off and script custom transitions for your game.

True. But really, all my scripts put together add up to such a monster that anything blocking the standard behaviours is a threat to my sanity (in 6 months I might be trying to understand why the selected room transiton doesn't work, only to find out in some obscure part of my code that I've rewritten it).

eEventEnterRoomBeforeFadein definitely works like a charm.
#746
Yes I've considered that but I didn't want it to conflict with the built-in transitions system.

However, the solution was actually extremely simple: instead of using on_event for eEventLeaveRoom, all I had to do was ot use for eEventEnterRoomBeforeFadein. My script is executed during pitch black. SOLVED.
#747
I've just tested on_event but it does it too early, BEFORE the fade out.
Now testing late_repeatedly_execute_always
#748
Hello,

I want to automatically run some script during the black screen inbetween fade out/fade in.
This script is long and complex and might freeze the screen half a sceond. That's why I want to do it at the exact moment when the player does expect the game to be unresponsive.
I want this script to run at EVERY room change, no matter what. So it should happen automatically.

therefore the question is : how do I automatically pick that up?

I've tried this but it seems to be triggered only after the end of the fade in (I suppose AGS doesn't happen player.Room until then?)

Code: ags

void room_Leave()
{
    Display("changed room");
}

int player_prevRoom=-1; //cheap trick to detect room leave
void DetectRoomLeave()
{
    if (player_prevRoom<0)
        player_prevRoom = player.Room;
    if (player_prevRoom!=player.Room)
        room_Leave();
    player_prevRoom=player.Room;    
}


void repeatedly_execute_always()
{
    DetectRoomLeave();
}


after posting this I'll be on my way investigating on_event and/or late_repeatedly_execute_always
#749
Not that I know of.
If your issue is only that you want one of the options clicked, then you could probably work around it by (temporarily) disabling all the other dialog options in the root node of the dialog. But there's the other problem: accessing a "sub-dialog" directly. Keep in mind that dialog trees are designed so that each "dialog" is actually a node of a potentially bigger dialog tree that you require as an entry point, accessible from the "outside" (i.e. from regular AGS script)
#750
Thanks a lot for your gigantic work CW.
#751
Another workaround : create 4 dummy invisible characters that you place above each real character, and adjust those characters' Y position as needed.
Less classy than Morgan's solution, but less risk to mix up the frames and have a faulty 1st frame.

#752
Did you really create your "global boolean" using the "global variables" thingy in the Editor's GUI, or did you just create a boolean variable in the script, called vFinder? I suspect that's what you did. And there are variable scope tricks to overcome -- you must do it properly with the import/export keywords.
#753
I'm up for it. (French speaker).
I did the Neely cootalot 1 translation + other translations.

#754
the "map as separate room" technique is the one that requires the least coding and thinking. Locations can be hotspots (with a Region to trigger a small character walking on the map exiting the map if needed). And you can disable the fade In/fade out by changing this general setting in your code just before calling the map.


+1 for smooth scrolling by combining invisible character+smooth scrolling module.
#755
Critics' Lounge / Re: Monster in a jar
Sat 26/08/2017 16:09:52
Not commenting ont he sprites above but on the tank shading : it doesn't help that the glass color is almost the same everywhere, except for a very shy slightly lighter shading in the middle. Look at the other animated sprite that was posted earlier : there is a strong reflection on the tank's side, to make it look like glass AND to give it a 3D aspect rather than flat.

About the sprites :
1) I would suggest that you outline, well... only the outline. Not the inner lines (arms, etc.)
2) It doesn't matter if you choose sprite 1, 2 or 3, as long as there is at least one place on the sprite that catches the light, i.e. that's much lighter. Don't try to use too many colors (at the moment I count about 8 colors in your sprite), but use at least one bright color that you put where the object catches the light (on the helmet's front/top for example?)
#756
Do you still get the error when you restore a saved game while there is no joystick plugged?

If yes, then, while Wyz might be working on it (you're a lucky AGSer having a plugin author look specifically into your issue! ;) ), you can extremely easily do what was suggested earlier, both by the plugin's manual (even though not explained in detail) and by Crimson Wizard: just before calling the RestoreSavedGame, check if there is a joystick plugged. If not, then display a message and do not call RestoreSavedGame
#757
Everything Snarky said is correct, but another approach would be to use the Tweens module. I didn't double-check, but I think that the latest version can tween the viewport. That's less code to worry about, plus it can ease in and out.
#759
Quote from: Crimson Wizard on Thu 20/07/2017 23:00:02
Therefore, anti-aliasing is not a property of font, nor import, but a parameter of display. You can change it realtime with "SetGameOption(OPT_ANTIALIASFONTS, 1 or 0)" script command.

Thank you for answering that one, I wasn't sure if AGS stored in the game resources the same data as this rendered, antialiased cache, and nothing more (created at import time).
Does anyone know about the other ones? How does antialias work in relation with outlines, and what is the added value of Calin Leafshade's plugin?
#760
Since the AGS scripters dream team is currently in Iceland, I'm sure it will be super easy for them to find a few minutes to interrupt their current board game or outdoor sports activity to help AGSers in distress ;)

I'm currently rewriting the wiki about Fonts, and I'm confused regarding the fonts anti-aliasing.

If you know some answers, please answer each question as separately as possible

  • When you "use TTF fonts", does it mean: "use TTF fonts that were definitely rendered into pixel fonts at import time"? Or does AGS only render them in the Fonts pane but still secretely keeps the original TTF font for just-in-time rendering ?


  • Does AGS import the font with no anti-aliasing and then adds it at rendering time, in the engine?

  • How does anti-aliasing work in relation with outlines? I've tried to use a TTF font in a 640x480 game, enabled anti-aliasing in the game settings, and then enable "automatic outlineStyle" in the font. The result is terrible (the font gets totally screwed up because the outline also gets anti-aliased it seems, so it inserts transparent pixels randomly in the text)

  • In 2017, what is the added value of Calin Leafshade's SpriteFont Rendere plugin? ( here: http://www.adventuregamestudio.co.uk/forums/index.php?topic=44359.5  )
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