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Messages - Snarky

#81
If it were me, I would really try to have one sprite for each light, so that they would fade in and out individually and not in a cluster. Aside from that, you can probably play around with different parameter values to make it behave the way you want.
#82
The Rumpus Room / Re: What grinds my gears!
Fri 24/01/2025 08:06:46
Quote from: Laura Hunt on Fri 24/01/2025 07:49:45Bonus gear-grinding: calling universally beloved and popular movies/directors/musicians/albums "underrated".

This is extra annoying because there's practically no way to object without seeming like an asshole.
#83
The Rumpus Room / Re: What grinds my gears!
Thu 23/01/2025 19:59:07
When there are multiple announcement banners on the AGS Forums in an auto-cycling carousel, and they're not all the same number of lines, so that the forum keeps jumping up and down as it cycles, causing me to click on the wrong thing.
#84
Quote from: Justin317 on Thu 23/01/2025 13:50:59Hi. The game looks great and I'm desperate to play it but when I do, it's only in a very small box and not full screen. I can't seem to get it full screen. I'm running windows 11 if that's any help? I've also tried it through scummvm but that also comes up with an error. Any help would be appreciated.

Are you able to run winsetup? It should allow you to configure whether it runs in a window or full-screen, and scale it up when in a window.
#85
Quote from: eri0o on Wed 22/01/2025 14:15:34But no one ever does it in games because no one runs raw exe files, everyone buys games on Steam and runs them from there so you never see this.

I don't think that's true of most AGS games.
#86
Quote from: MSNBrianC on Wed 22/01/2025 00:32:34I should have stated earlier that this student has intentionally chosen to NOT use Github Desktop for version control. I typically just make them do it, but this student managed to avoid it completely, even when I was sitting down with them, creating the repository for them.

With that in mind, I would suspect that the student is deliberately doing something to cause this problem, and is lying to you about it, in order to get out of an assignment or to hide the fact that they are cheating.
#87
But isn't that just normal behavior when the game hits a breakpoint? It hangs because that's what a breakpoint does: make the engine stop at that instruction. You have to step through or unpause it in the IDE to make it respond again.
#88
The Rumpus Room / Re: What grinds my gears!
Mon 13/01/2025 23:01:43
Here's one that genuinely annoys me a great deal: "There are only N stories." (Where N can be any number from two up to seven, usually.)

Why do people go around parroting such obvious BS as if it were some profound insight? You don't hear people claiming "There are only four types of painting" or "There are only six types of food." (Though you do occasionally hear people argue that similarities between different blues/rock/pop songs are inevitable because there are only so many riffs.)

So you can make up some number of general categories and then assign various instances to one or another of them. How astonishing! What penetrating insight that gives into the nature of the thing. Nothing more to know!
#89
Quote from: Baguettator on Thu 09/01/2025 07:57:31Perhaps, just try with the sprites I sent to you, especially those which are located in "dalles" folder. In my game, they are placed one next to the other, without any gap between (side by side). In AGS 4.0, I can see white lines between some sides of them (my background is white). As I also specified, list boxes and text boxes are concerned too. I'll tell you if I see anything else !

Can't you post a screenshot, at least? It's almost impossible to guess what the problem might be based on the information you've provided.

One possibility is that it has to do with scaling. Are the sprites scaled in-game? Is the game scaled on the screen?
#90
Note that in AGS there is a difference between a TextBox (a kind of GUIControl) and a TextWindow (a kind of GUI). You must use a TextWindow for custom text display. To create a TextWindow GUI, right-click on the GUIs node in the project tree.
#92
This is basically how the Sierra-style speech works. Have you tried that?
#93
Quote from: Crimson Wizard on Mon 06/01/2025 14:46:26I think the last sentence has a contradiction: yes, you have to split a layer into multiple objects, but no - that still means it is easily done with objects.

First you have to split them up and create separate sprites. Then you have to align them. And then you have to make sure the different parts move together, potentially scale together (which is a huge hassle in AGS because things can only be positioned on integer coordinates, so you'd have to make each piece the size of the whole canvas with huge transparent regions to avoid misalignment), display in the right z-order, etc. It is not exactly easy IMO.
#94
We took a photo at Trapology (the escape room), which I think was the group photo from that Mittens. I received an email with the image on 20. September, but I've deleted my email attachments to save Google cloud space, and something went wrong when I tried to download and save them all locally, so the file is empty. So I hope someone else also got the email and has it still!

Though perhaps there was another group photo taken as well? One of @Privateer Puddin' s drone shots, perhaps?

(Edit: Should have checked the page, I see you already got it. Though I still wouldn't mind a copy of the escape room photo if someone else has it.)
#95
Quote from: eri0o on Mon 06/01/2025 11:51:34When doing this with room objects they may still be clickable.

If this was in response to me, what I was trying to illustrate with the example image was that you might want a parallax layer where only particular regions would act as hotspots, or you have multiple different hotspots in each layer, etc. You can't easily do that with objects—you'd have to split each layer into separate objects.

Quote from: Crimson Wizard on Mon 06/01/2025 12:36:07@Snarky for complex scenarios, similar to what you describe above, AGS would require to have multiple layers for hotspots, walkable areas etc, where Characters could switch between them.

Yes, that's pretty much what I was getting at.
#96
Apart from 3D "zoom" (actually "dolly") effects, I would think the slightly tricky part of implementing parallax effects in current AGS is "far distance" background elements that move less than the playable part of the background (let's call that the "mid-ground").

If you want to be able to use hotspots, walkable areas and regions defined in the room editor, you have to put the mid-ground as the background (rather than as an object), but then you can't really put anything behind that.

The only solution I can think of is to put a walkbehind that covers the whole screen except for "holes" where you should be able to see the more distant parallax layers, with a very high baseline so that all normal objects appear in front of it, and only the parallax layers (implemented as objects) appear behind.

And of course, if you want to have playable elements (e.g. hotspots) on these other parallax layers as well, that gets even harder. For example, let's imagine that this is a point-and-click AGS game with parallax:



As you move left and right, the scenery in the background moves more slowly in several parallax layers, and the mountain doesn't move at all. Now if you want e.g. the distant house and the mountain peak to each be a hotspot, how would you do that?
#97
The circumference is 2π r (where r is the radius of the circle), and the 360° angle around is also radians (the unit used in the Maths.Sin() and Maths.Cos() functions).

This means that if you rotate something α radians around a point that is r distance away, it moves a distance αr along the circumference of the circle around the point. (So, for example, if you have a circle that has a radius of 100 pixels, and you want to rotate it so each point on the circumference moves 20 pixels, that's a 0.2 radian rotation because 0.2*100=20. Note that this is the distance along the curved circumference, not the straight path.)

π is represented in AGS as the constant Maths.Pi, so you would calculate the full circumferences as:

Code: ags
  float circumference = 2*Maths.Pi*radius;
#98
You were arguing about the panel ratings just a little more than four hours ago.

But in any case, unless you were hanging out by the beach in Oslo in July 2023, the story concerns you only indirectly.
#99
Quote from: Crimson Wizard on Sun 05/01/2025 10:14:43I do not know what the actual fix should be, as there's no way to select "transparent color" in these properties. Either we have to implement that somehow

Would there possibly be a need for three versions of the color picker?

- 24-bit (RGB) for colors that must be fully opaque
- 24-bit/transparent for colors that can be opaque or not drawn at all
- 32-bit (RGBA) for colors that can have alpha-transparency
#100
Off-topic, but here's a true story that happened a couple of years ago.

It was the end of July 2023, and we had arranged a family picnic in a public park by the beach with a bunch of different relatives. Some arrived early and began to set up. While they were doing that, a stranger found a spot nearby. As other relatives started to arrive and the picnic got under way, this stranger apparently got upset that we were taking up space, grilling hot dogs, laughing, kids were playing and so on (i.e. normal, low-key picnic stuff), and came over to angrily demand that we move away because we were disturbing him.

One of my aunts told him off, and said that if he had a problem with us, he should move – there were plenty of other spaces available. He refused to do so, and instead spent the rest of the afternoon glaring at us.

Did he have any kind of valid point? Probably not, but even if he did, his attitude ensured we weren't going to listen.
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