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Messages - Monsieur OUXX

#41
Quote from: eri0o on Tue 16/07/2024 17:02:10For dynamic sprites the change is explained in this PR https://github.com/adventuregamestudio/ags/pull/2455

OK it's a bit clearer now, but what I fail to understand is if the alpha channel is still a thing or if it has been entirely obsoleted.

EDIT: I can see from the file's history that the alpha channel has been removed in april 2023 and it has nthing to do with the newly-introduced "format". So, what? Every sprite has an alpha channel now?

EDIT 2 : OK, I found this : https://github.com/adventuregamestudio/ags/pull/1813
#42
AGS 4

- The last parameter of DynamicSprite.Create used to be hasAlphaChannel. Now, it's an int named "format".
- Object DialogOptionsRenderingInfo used to have a property HasAlphaChannel which it no longer has.

The help file of AGS 4 has not been updated yet and I don't know where to look in the forums in order to find out where exactly those changes were introduced (and explained).

A little help?
#43
About Tumbleweed : It is a submodule pointing to Abstauber ( on Github: dkrey ) 's repo.
Unfortunately it has no ags4 branch and I cannot create that branch in his repo, only in my fork of his.
I'll send him a PM hoping that he reads his messages.
#44
Please note: The Tumbleweed template relies on the same mechanics, as Lucasarts games let you change your mind while the character is walking towards the location where you told him/her to perform an action.
In Tumbleweed I nicknamed it "delayed action" when I spotted it, as it waits on the character "getting there" first, like this module does.
However in Tumbleweed the logic for this is mixed together with the logic for the rest of the module, making it hard to spot despite being a critical feature.
I had extracted it once into its own module, but have no clue what I did with that updated script.

I do not know which implementation has the least caveats : Khris' one or Tumbleweed's one. It would be interesting to compare side by side, and maybe Khris can snatch some cool tricks from that other implementation (or the other way around -- again, no idea which one did it best)

Long things short: I think the AGS code base would benefit from this very module (or its sibling from Tumbleweed) to be integrated into the templates, as a standalone module.

PS: It could have been Tumbleweed or one of the other Lucasarts templates : 9-verb, verbcoin ?
#45
This module is now at version 1.05 or higher.

It is maintained directly in AGS github repository : https://github.com/adventuregamestudio/ags-template-source ( files KeyboardMovement.ash and .asc, in folder Serra-style )
To get the latest version of this module, download the latest version of AGS and create a game using the Sierra template. The script files will be there, for you to export or copy-paste to your own game.
#46
Download AGS 4 alpha 11 (from the "AGS Releases" subforum) and try to run the Sierra template.
You'll get error message  ".on" is not a public member of "Character"

My question : I've never used that property, I didn't even know it existed.
- Has it been deprecated or did @eri0o simply forget to declare it in AGS 4 ?
- What is a workaround to that? Character has no "Visible" or "Enabled" properties.
 
EDIT: Enabled and Visible have been added, they just don't exist in the Help file. Problem solved!
#47
As AGS 4 cuts ties with old AGS features, should we get rid of the "old" on_key_press, and while doing it remove the old eKeyCtrlA, eKeyCtrlB, etc. ?

old way:
Code: ags
// Check that only Ctrl is pressed
void repeatedly_execute()
{
    if (IsKeyPressed(eKeyCtrlLeft)) { ... }
}

// Check that ctrl+A is pressed
void on_key_press(eKeycode keyCode) {
  if (keyCode == eKeyCtrlA) { ... }
}

New way

Code: ags
// Check that only Ctrl is pressed :
void on_key_press(eKeycode keyCode, optional int mod) {
  if (mod & eKeyModCtrl) { ... }
}

// Check that ctrl+A is pressed
void on_key_press(eKeycode keyCode, optional int mod) {
  if (keycode == eKeyA && (mod & eKeyModCtrl)) { ... }
}

See the help article of on_key_press for more details.

I'm adding a question mark because maybe those would still be useful do scripters who still brute-force key reading in their main loop?

Code: ags
void repeatedly_execute()
{
    if (IsKeyPressed(eKeyLeftCtrl)) { ... } // make the spaceship go pew pew
}

EDIT : yeah that last use case is definitely still valid for keeping eKeyLeftCtrl... Once again, writing a forum post made me walk myself through the process :-P

=====================

On a side note, I think the article could provide better examples :
Code: ags
//This checks if Ctrl was pressed : 
if (mod & eKeyModCtrl)

It could do with an example showing Ctrl+A instead of just Ctrl. I'm guessing most scripters are after that.
It could also do with an example of Ctrl+Alt+A as it is where the modifiers and the binary logic will shine
#48
Pull request for the BASS template : https://github.com/adventuregamestudio/ags-template-source/pull/61
(apologies for the deleted pull requests before this one, I'm rusty on my forking)

Pull request for the Sierra template : https://github.com/adventuregamestudio/ags-template-source/pull/60
Pull request for the Verbcoin template : https://github.com/adventuregamestudio/ags-template-source/pull/63
Thumbleweed update : waiting for abstauber to create an ags 4 branch in his repo
#50
I'm wondering what the best way would be to push my work into git.
The repo for the templates only contains .agt files. Which means two things :
1) I need to create the .agt from my updated template game for each commit
2) the reviewers will have to look into the .agt, which is not super convenient for the diff and all that.

Any idea? @eri0o since you're on fire you should create a pipeline that turns a game into a .agt and we should store the templates as game projects ;) (just kidding)

EDIT: What I could do is, inside the Templates folder, create a subfolder for each game -- freshly created from the 3.x template. Then, do my edits (and therefore commits too) in those subfolders.
For example I could create a "BASS template" subfolder, containing a game freshly created from the BASS 3.x template. Then, do my edits and commits there (those can then be easily read by the reviewers). Then, the final or close-to-final commit would be for the creation of the .agt file.
#51
By the way I strongly suggest to introduce a way of clearly marking anything that's AGS 4 compatible. Maybe there should be a forum rule enforced by moderators in the the Modules subforum: write the AGS version in the title of the thread or something.
#52
Hello,

I haven't visited the forums in a million years and I have a lot of catching up to do.
I've been looking at AGS 4 (which is amazing btw, it resolves 99.9% of my grudges with the AGS scripting language -- remove the "export" keyword and headerfiles, and we'll be at 101% :-D ).
- I've downloaded the early version and I saw that all the standard templates are here (BASS, Sierra, etc.).
- I've also read that AGS 4 breaks compatibility with AGS 3.x.

Which brings me to my question : Have the scripts of the templates been updated?

For example in the Sierra template I see the KeyboardMovement 1.04 module. Is that module written in AGS 4 fashion or is it still AGS 2.x or 3.x script that just happens to work in AGS 4?
(Note: I've been trying to search the forums myself but the search feature is extraordinarily slow today... I had only one search out of 7 attempts coming to completion. Therefore I'm blind)

I'm asking because I remember that some 3.x template scripts had to do some backflips to work around the limitations of "struct", keeping track of indices -- instead of just putting structs inside structs (was it Tumbleweed? Can't remember. I think tween does that too).

So anyways no that it is the summer holiday I could put a bit of effort into dusting off the most important scripts. If you have suggestions feel free to let me know.
#53
I'm curious about something but I'm too lazy to test it myself.
EDIT: I was wrong.
Spoiler
I wonder if there might be a possibility of a "softlock" in the game.

Early in the game, in the countryside house, you can pick up some
Spoiler
yellow dye
[close]
Later in the game,
Spoiler
during the secret meeting you will use that dye for cooking.
[close]
However you cannot go back to the countryside house at this point (the player won't allow it)
What happens if you didn't pick it up?

EDIT: it's not for the grog. No softlock.
[close]
#54
Quote from: croquetasesina on Thu 22/02/2024 21:21:06Maybe...
Spoiler
Have you tried the group of nobles on the right, on the lower floor?
[close]
.

Yes, they always say "can't you see you're bothering us here" ???
EDIT: So... Another thing that needs to be addressed in the game!
It seems like every time I've clicked on those people I have randomly always clicked either on the left-hand noble or the right-hand noble? The response is the same either way, and the "you're bothering us" line of dialogue is said by the MIDDLE one. So I naturally assumed that those three characters were just a single clickable area
.... Except, it's not! And clicking on the middle guy gives me a different response now!

#55
Quote from: The_Unknown on Thu 22/02/2024 10:01:35Biggest problem was (pixel hunting)

Yes, there is quite a lot of pixel hunting in the early rooms of the game. It gets better after. I've already suggested to the dev team to reduce and enlarge the clickable areas.
For example, did you notice that after picking up a thing hanging on the wall you can still click on the tiny 3-pixels hook? :-D :-D  I don't know if it's on purpose or if it's just the devs forgetting to make the hook sprite "unclickable"

=============

I am now stuck in part II, during the marquis' reception.
I think I'll manage by myself though, by insisting. EDIT: I give up, I can't find a solution.

Just to share my experience, here is what I've done so far :
Spoiler
Finding the marquise...
Spoiler
I've managed to locate her and talk to her. Now she wants me to...
Spoiler
Identify the paintings behind me. I've found out SOME information by talking to the two noblewomen. I'm still missing some. I'm guessing I'll get more info in another room, as the marquis refuses to talk about his paintings and no one else has this conversation topic.
[close]
[close]

Getting access to the forbidden corridor...
Spoiler
I have half of the solution, in the shape of the written note. I still don't know how to get...
Spoiler
...the stamp or signature. I strongly hope it's not in the room with the marquise, because if so then I don't know where to begin solving things.
[close]
[close]
[close]

Overall my biggest problem is that I'm not sure if puzzles line A lets me progress in puzzles line B (e.g. unlocking a new room will get me more info about some other things), or if puzzles line B lets me progress in puzzles line A (e.g. if getting more info will let me unlock a new room), or if they are entirely independent from one another.
#56
Quote from: splat44 on Wed 21/02/2024 02:58:40I suspect some inventories is missing, what do you have so far?

Oh come on that is NOT okay!  :angry:  (read spoiler below)
About Saint Cove's bedroom and his sentence "I have a letter somewhere but I don't remember where":
Spoiler
It's hidden in an obvious place for any point n click lover, EXCEPT...
Spoiler
It doesn't work if you PULL the painting. Only if you OPEN the painting.
That doesn't make any sense. It's just sloppy. It makes me paranoid for the rest of the game (for example: from now on I will always click "give" AND "use" when I want to try an object on characters, just in case! Now I will always "use object 1 on object 2" AND "use object 2 on object 1", just in case! And so on and so on)
[close]
[close]
#57
Quote from: splat44 on Wed 21/02/2024 02:58:40I suspect some inventories is missing, what do you have so far?

Spoiler
Cut lemon
Yellow dye
Sword
Scissors
Corkscrew
Black hawk clothes
Fancy clothes
Rag
Crowbar
String ("rope")
[close]

About the lemon...
Spoiler
I thought I could use it to reveal a secret message written in invisible ink, but I didn't find any piece of paper anywhere
[close]
About potential search places...
Spoiler
Saint Cove says the invite to the party (or some important letter, I can't remember) is somewhere in his room but I have haven't found it.
[close]
#58
New issue :
It's about Violette, or the priest, or both.

About Violette:
Spoiler

Violette has disappeared. Someone has seen her:
(More)
Spoiler
My chamber maid has told me that she has come earlier but I wasn't there. I guess she went looking for me or she was kidnapped, no idea. I spoke to every other NPC but no one has her as a topic of conversation.
I don't know what to do from there. My only other line of puzzles currently open are: the priest, and the grog recipe.
[close]

[close]

About the priest:
Spoiler

I've managed to find him and he has asked for...
Spoiler
He wants a large donation to breach confession secrets AND 5,000 francs for the wedding.  No idea what to do from there.
My personal theory:
Spoiler
That will be for later. Maybe there will be some charity thing at the palace, or maybe I'll find some treasure, whatever. The thing that preoccupies me is that I wonder if the confession bit is the key to finding Violette.
[close]
[close]

[close]
#59
Well there IS some leftovers in the tavern (right-most customer) but when I try to take it, the character says "Hmm... Tempting but no."

EDIT: OK found it. Here's a clue:
Spoiler
In the tavern's main room...
Spoiler
there is specifically a plate that you think you can't take but if you insist you can take. I'm not sure what triggers the possibility of taking it.
[close]
[close]
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