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Messages - NicolaGs

#121
You can use a custom property as the description, when needed, since it allows you to store longer strings than the description...
#122
You can disable the current active inventory item with character.ActiveInventory = null
#124
If you want to stick to the stable version of AGS, do as CaptainD told you : switch to DirectDraw in Winsetup.
If you want to test the latest beta version, this behaviour affecting Direct3D, as CaptainD  said, has been modified. From now on, you can choose to display the characters at game native resolution or at screen resolution.
#125
Quote from: VegeTato on Thu 06/04/2017 18:51:19
is there is anyway to change the game speed default ?
SetGameSpeed (int new_speed)
new_speed is the speed in frames per second.
If you use a template with a slider for speed adjustment , then you may have to change its default value.

edit : Khris was faster than me and may have better understood your question...
#126
Quote from: LostTrainDude on Wed 05/04/2017 17:34:41
I wonder if any other AGSers are there
I have one book too... about Sciences in section 3.3, iirc... ;)
#127
Quote from: Monsieur OUXX on Tue 21/03/2017 14:25:20
OK. I'll run tests.
Do you think it might help if the game's FPS is a multiple of 60PS (e.g. 30FPS)
For film source, indeed, it helps. So I guess it's the same for all kind of video source...

As Ilyich says, the mouse movements will seem stuttering @30fps and smooth @60fps...
#128
I'd say it highly depends on your hardware / drivers but V-Sync should only do good.

For instance, on my system, with a screen refresh rate of 60 Hz, and with my current game project @60fps, I've got tearing effect anyway... (without V-Sync). With V-Sync, the scrolling become smooth...
So :
- tearing effects generally occurs when video source and display rates don't match,
- even if video source and display rates matches, you can have a tearing effet,
- V-Sync improves the situation, for all refresh rates

Also good to know : using V-Sync caps the video source (here : the AGS game) at the screen refresh rate...

So, in your situation : you may or may not see any tearing effect and you may or may not see the benefit of V-Sync, depending on your video card and driver (maybe there's a V-Sync system already running... I saw that with some Linux Desktop renders). But players of your game could see, on their system, what you don't...

If you want to test it :
- create a room with a big width (e.g. 320x800 for a 320x200 project ; do chose a background with various details, like a photo ; if the picture is too homogenous, this test won't work),
- program a horizontal scrolling from one side to the other (a movement with an increment of 1 pixel and a Wait(1)),
- set the fps of the game,
- see if the scrolling generates a tearing effect,
- try with and without V-Sync
#129
Quote from: Monsieur OUXX on Fri 17/03/2017 14:20:52
I keep hearing about V-Sync in let's play Videos and stuff but I've never really known what it's for. I don't play modern games, you see ;)
The fact is that on the screen, all the pixels are not displayed at the exact same time. There's a slight delay increasing between the top and the bottom pixels...
This leads to a tearing effect, especially visible when a fast movement is displayed (e.g. fast horizontal scrolling) : the image seems divided in horizontal segments that are shifted...
This is usually linked to a difference between the screen refresh rate and the source (video/game) fps.

Example :

Spoiler

The V-Sync forces the video card to synchronize the display of all the pixel of one frame, hence providing a "solid image" and smoother movements...
#130
With D3D, I clearly see the difference in smoothness for a quite fast vertical scrolling with or without V-Sync enabled. On my setup, at least...
#131
A lot of LCD monitors have a default refresh rate of 60 Hz, so if you want to use the V-Sync to get an optimal smoothness (e.g. for pannings), a setting of 60 fps should be the best match.
#132
I tested it. My project uses a custom font (with french accentuated letters) and it hasn't got issues.
#133
Yes, I was wondering the same thing... maybe the slightly too fast timing would be slightly too slow with another hardware, another video driver, or maybe even a different display setting on the very same system (I can't test since I use a laptop with a fixed refresh rate) ? The same may go for the V-Sync which may be done differently from a system to another...
My conclusion is that this method should not be used to create an accurate timer...
#134
Quote from: Snarky on Fri 03/03/2017 13:13:50
In this case, checking if the remainder of a division by GetGameSpeed() is 0 will be true whenever the frameCount is a multiple of GetGameSpeed(), or in other words once every second (since we're increasing the frameCount once every loop, and GetGameSpeed() tells us how many loops there are in a second).

I found this use of remainder quite appealing and wanted to integrate it in a script that calculates the duration of the game.
I already had a working script, but I found your solution more elegant than mine to "beat time" and wanted to test it...

I discovered that the calculated time with this method was going slightly too fast...
By enabling the V-sync option, the calculated time seemed to be running at the correct pace, this time.
I guess it's because without V-sync, the frame rate is not frame-perfect.

So, if someone needed to use a timer accurate to the second, maybe it is a good thing to know ?
#135
Quote from: DJ_Gora on Sat 25/02/2017 13:28:50
however all the comments are played one after another in one go for some reason.
I think I'm doing something wrong.
Of course, I did it too quickly. The fact that I incremented the variable in each If statement is dumb since each time the value is incremented and so the following condition is always true... Crimson Wizard gave you the right advice.

I edited my previous post.
#136
I think you could create a variable who stores the number of times you looked at the hotspot. Each time you look at it, you increase this number and you create a condition who check this number and acts differntly depending on this value.

Raw example:

Code: ags
int hotspot_looked = 0

..

function hHOTSPOT_Look()
{
	if (hotspot_looked == 0)
	{
		player.Say("first time dialog");
		hotspot_looked = hotspot_looked + 1;
	}
	else if (hotspot_looked == 1)
	{
		player.Say("second time dialog");
		hotspot_looked = hotspot_looked + 1;
	}
	...
	else if (hotspot_looked == 10)
	{
		player.Say("last time dialog");
	}
}


The variable could also be replaced with a custom property for the hotspot that you change each time :
hHOTSPOT.GetProperty("hotspot_looked") to retrieve the value
hHOTSPOT.SetProperty("hotspot_looked", NEW VALUE) to set the new value

Hope this helps you...

edit : corrections in the code following Crimson Wizard's remarks...
#137
The Rumpus Room / Re: The 4 word story thread
Mon 13/02/2017 15:50:04
which fell from a
#138
AGS Games in Production / Re: I Want Out!
Sat 11/02/2017 11:00:09
Thanks ! :)
Yes, Cassiebsg, it's still going... but too slowly for my taste. If it wasn't for my job, the game would be already finished... (at least the programing - my little brother who is very at ease with digital painting is struggling with the animations...).
#139
AGS Games in Production / Re: I Want Out!
Thu 09/02/2017 17:16:09
Thanks Squall_Leonheart (2 months later... :-[).

I updated the first post with new zoomable images (this time in native resolution, so the character will not seem "out of place" - but even if I end up updating with the latest AGS beta version, I'll let the player choose the sprite scaling method)
I also added a little video preview to show the work in action !
#140
Quote from: Radiant on Mon 23/01/2017 21:41:30
Do I need to set folder rights or something?
I didn't need to do so and it works for me.
I don't copy all the \Compiled folder, with the .ags. I just copy the folder within (i.e. \Windows) which contains the compiled Windows binaries.

If it doesn't work : is there a restriction in folders access with Android 6 ? IIRC, there was a writing restriction on the SD card in version 5...
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