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Messages - Stranga

#41
Thanks for the reply CW, and for addressing this via discord also.

Yes this did work in 3.5.1, I tested it just after the original post and the workaround worked perfectly by just manually adding the strings/lines to the bottom of the translation file.
#42
Thanks for the tip CW! I'll definitely put it to good use :)
#43
Not sure if this has been mentioned before but I thought it may be nice to add an option to the room's settings in the editor to select an ambient/music track to play for that room only and stop playing when exiting. It's not a major thing just a suggestion :)

Like somewhere here:
Spoiler
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#44
I think I've either found a bug or I'm missing some sort of special setting or something. When I export my translation files it seems to skip property strings (i.e item/hotspot/character ect. properties), is this a new thing? I can't exactly remember If it did before.
#45
Hello everyone, I'm trying to make a keyboard based password input system, rather than typing the password I have it set to scroll through letters for each slot. So far no errors but when I check the debug notes in game it states that all my key presses apart from my action/enter key are blocked and I'm stumped why

I appreciate any/all help :)

EDIT: My bad guys, just found the problem, was running another blocking script with the dialogue system, sorry for the fuss.

Here's the whole passoword script:

Spoiler
Code: ags

// Password Script

int PassCursor = 0;
import int  KeyUp[2];
import int  KeyDown[2];
import int  KeyLeft[2];
import int  KeyRight[2];
import int  KeyAction[2];
import int  KeyBack;
import int  KeyMenu;
import int  KeySprint[2];
import int KeyInventory;

Label* TB(int index)
{
  if(index == 0){return lPassBox0;} 
  if(index == 1){return lPassBox1;}  
  if(index == 2){return lPassBox2;}  
  if(index == 3){return lPassBox3;} 
  if(index == 4){return lPassBox4;}  
  if(index == 5){return lPassBox5;}
}

function InitPasswordBox()
{
  for(int i=0;i<6;i++)
  {
    TextBox* tb = TB(i);
    Label* tb = TB(i);
    tb.Text = " ";
  }
}

function StartPasswordBox()
{
  //InitPasswordBox();
  lbActionBar.Visible = false;
  PassCursor = 0;
  gPassword.Visible=true;
  PauseGame();
}

function PasswordBoxUp()
{
  Label* tb = TB(PassCursor);
  int c = tb.Text.Chars[0];
  if(c == ' ') c = 'A';
  else c = c + 1;
  if(c > 'Z') 
    c = ' ';
  tb.Text = tb.Text.ReplaceCharAt(0, c);
  //aClick2.Play();
}

function PasswordBoxDown()
{
  Label* tb = TB(PassCursor);
  int c = tb.Text.Chars[0];
  if(c == ' ') c = 'Z';
  else c = c - 1;
  if(c < 'A') 
    c = ' ';
  tb.Text = tb.Text.ReplaceCharAt(0, c);
  //aClick2.Play();
}

function PasswordBoxLeft()
{
  int PassCursorWas = PassCursor;
  PassCursor = PassCursor-1;
  if(PassCursor<0) PassCursor=0;
  //if(PassCursor != PassCursorWas)
  //aClick2.Play();
}

function PasswordBoxRight()
{
  int PassCursorWas = PassCursor;
  PassCursor = PassCursor+1;
  if(PassCursor>5) PassCursor=5;
  //if(PassCursor != PassCursorWas)
  //aClick2.Play();
}

function on_key_press(eKeyCode keycode) 
{
if(gPassword.Visible)  
{
  switch(keycode)
  {
    case KeyAction[0]:
    case KeyAction[1]:      
      if (lPassBox0.Text == PassLetter1 && lPassBox1.Text == PassLetter2 && lPassBox2.Text == PassLetter3 &&
          lPassBox3.Text == PassLetter4 && lPassBox4.Text == PassLetter5 && lPassBox5.Text == PassLetter6)
          {
           gPassword.Visible=false;
           UnPauseGame();
          }   
          else
          { 
           gPassword.Visible = false;
           UnPauseGame();
          // player.Speak("Didn't work.");
          // CloseTextBox();
          }
      break;
    //handle input on box
    case KeyUp[0]: 
    case KeyUp[1]: 
    PasswordBoxUp(); 
    break;
    
    case KeyDown[0]:
    case KeyDown[1]:
    PasswordBoxDown(); 
    break;
    
    case KeyLeft[0]:
    case KeyLeft[1]:
    PasswordBoxLeft(); 
    break;
    
    case KeyRight[0]: 
    case KeyRight[1]:
    PasswordBoxRight(); 
    break;
  }
}
}

function repeatedly_execute_always() 
{
//make cursor track current cursor selection
if(gPassword.Visible)
{
  Label* tb = TB(PassCursor);
  bTextboxCursor.SetPosition(tb.X, tb.Y+16); 
}
}

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#46
Definitely testing this now! This is a big step, CW! Awesome stuff :)

Edit: So far so good! :D


#47
Ah I see, thanks Khris. I thought it may have supported multiple colors but the DrawStringWrapped seems like an interesting approach.
#48
Thanks or your help Cassie! Checking out Over.ay.CreateTexual now. Also, forgot to mention I'm using a custom dialogue script (Not sure if that makes a difference or not).
#49
Hello everyone,

I was wondering if there is a way to change the color of 1 or 2 words out of a string rather than just the whole string? I had a look at possibly using the Text Phraser but was wondering if there were a way to do it in code first. Any help would be greatly appreciated :) Also going through the manual now to see if I've missed anything related to this.

For example: (The underlined word is in a different color from the main string)
[imgzoom]https://www.newgrounds.com/dump/draw/d9042468b11d57636f74c504539b967f[/imgzoom]
#50
Thanks @ eri0o! Sounds like just the "hack" I was looking for ;)  I'll take a look at the link :)
#51
Thanks for your help CW, my major question was solved anyway just wanted to clarify those extra points.
#52
This is something that I was worried about. If I increase the size of the game's resolution wouldn't that remove all walkable areas hotspots and such?

EDIT: I've played around with the idea and so far and I've got it to work (I forgot about the viewports  :P), I've noticed that the GUI doesn't scale up with the camera view, which is what I technically wanted but I think I may have to upscale the GUI's that I want to be zoomed in. Is there another way around this perchance?
#53
Hello everyone,

I'm trying out an idea I had to add some visual effects to an almost completed game and I don't really want to redo all the art. My idea was to add screen overlay images (Like a dirty tv glass screen or something) and I had an idea to use cameras (I hope I'm on to something, ha!).

My idea was to increase the size of the viewport and zoom the camera in to fill the game window (So it still looks like it originally does) then I want to place a GUI overlay with the screen effects over say the camera lens, that way I can use higher-res images on top of pixel art without having to resize the art.

Not sure if this makes sense but if there is anyone that could help I'd be very grateful! 
#54
Bugger! Oh well, thanks for your help CW! Custom property it is! :)
#55
Hello everyone,

I was wondering if there is a way to get the current room's description as a string without using a custom property. I'm making a custom save screen and would like to use what current room the player is in to display on the save slot in the load screen. I know I can do it with custom properties but want to see if there is a way to just grab it straight from the room's description. Any help would be greatly appreciated :)
#56
Thank you :) The setting/theme is more based on Spirited Away with a Gameboy JRPG aesthetics (Just to look like one is all, not an actual RPG). The lighting I'm particularly proud of as most of it was all done by hand :)
#58

I'd like to announce on the AGS forums my next big project! Ashina: The Red Witch!
DEMO link included! See below!




The story is about Ash. An ordinary girl who takes a journey through a mysterious spirit world filled with strange spirits. Ash must find her way back home, before something else finds her. The game is a canon prequel to one of my previous games 'My Big Sister' which will tell the story of the events that led to the red witch.

Screenshots:
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Gifs: Warning! May take time to load!
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Development Progress:
Story: 100%
Scripting: 70%
Graphics: 90%
Sound/Music: 70%

Expected completion date: (Hopefully) September-November 2021

Links to Updates and Demo:
For way more update screenshots/videos checkout/follow me on Twitter: https://twitter.com/StrangaGames
Kickstarter page: https://www.kickstarter.com/projects/strangagames/ashina-the-red-witch?ref=user_menu

You can download the DEMO/PROLOGUE from here:
Steam:https://store.steampowered.com/app/1259180/Ashina_The_Red_Witch_Prologue/
Itch.io:https://stranga.itch.io/ashinatheredwitch
#59
Hello everyone! Sorry I didn't see this sooner and thanks @eri0o for forwarding this thread to me :)

I can confirm that all my games are made in AGS I do have a few Game Maker games out there but I didn't list them here.

To answer some questions:

  • I used keyboard integrated scripts to help give it that non-AGS look but they are still 100% made in AGS.
  • All my ports are made by a third party publisher using a modified version of AGS (AFAIK).
  • All maps/artwork were made in Asepirite. I design the whole map then import it as one big room image then draw on the walkable areas.
I'm more than happy to answer any questions :)

Here's  a few screens of Ashina/Ash Pines in engine:
Spoiler
#60
Thanks Matti :)

That's where I found found it haha! I had the biggest brain fart when I saw it!
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