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Messages - Vincent

#101
Thanks eri0o, well I guess everything is acceptable while having something similar to the video, but I can't quite understand what you mean by your idea of the dummy character... which seems interesting. Btw yes, I'd like to have regular ags backgrounds so having something simple avoiding to code a grid or something complex
#102
Good day to all Agser,
For a testing purpose I was trying to code a really simple isometric movement, as it showed in this video:

https://streamable.com/9vr9qn

By now I've got a really basic approach of it by simply moving the x and y of the player: (sorry for the embarrassing code below)

Spoiler

Code: ags

function repeatedly_execute()
{
  if (IsKeyPressed(eKeyW)) //up
  {
    if (!IsKeyPressed(eKeyS) && !IsKeyPressed(eKeyA) && !IsKeyPressed(eKeyD))
    {
      if (GetWalkableAreaAtRoom(player.x+2, player.y-1) == 1)
      {
        player.y -= 1;
        player.x += 2;
        player.Loop = 3;
      }
    }
  }

  if (IsKeyPressed(eKeyS)) //down
  {
    if (!IsKeyPressed(eKeyW) && !IsKeyPressed(eKeyA) && !IsKeyPressed(eKeyD))
    {
      if (GetWalkableAreaAtRoom(player.x-2, player.y+1) == 1)
      {
        player.y += 1;
        player.x -= 2;
        player.Loop = 0;
      }
    }
  }
}

[close]

While this seems to be looking barely 'good' I notice that by doing so the sprite doesn't move in a streight line, which looks a little weird. I'd like to ask those who have more experience if is it possible to make such a movement without coding a grid or a complex pathfinding? Also with this approach I can't find a proper way to implement the built-in command 'Walk' cause when I do that the walk animation animate so fast. Do you have any suggestions for the matter?
#103
I really enjoyed playing this chapter, it was a lot of fun, as usual! XD Very good work lorenzo, as always the art and animations are outstanding! I'd love to have new chapters of Clotilde Soffritti so that I can play them every day:) I agree with eri0o by the way, this (like all your games) are really high quality stuff! Now I can't wait to meet her twin and above all to know why she is looking for her:)
#104
Whaat the sequel is here?! I am so glad you did it, I must download it right now can't wait!!

Quote from: lorenzo on Thu 07/04/2022 15:20:39
I tried two times adding it yesterday, but had no luck. After compiling all the information, I pressed "add" and I just got an empty page, with no error text. I'm not sure what happened.

This also happened to me some time ago, try to compile all the informations without adding the screenshots. After uploading the game you can safely add the screenshots later
#105
Quote from: Crimson Wizard on Mon 14/02/2022 16:55:50
I never heard about "teleport to room" command affecting game sounds. Could it be there's some logical flaw, where sounds require something to be initialized first, and this initialization gets skipped because you teleport?

Thanks for let me know Crimson, well currently I had reviewed everything except the initial room (regarding the room_leave) because I was altering the volume in that function, that was the reason why I could not hear the sound on another room using the debug command, my mistake.
#106
Beginners' Technical Questions / Debug mode
Mon 14/02/2022 16:28:54
Hello everyone,

I am using AGS 3.5.0.29-P7, I have a button which open the inventory and it make a sound, I am also handling the footstep sound using regions in global script. For testing purpose I am using the debug command to teleport into a room, but when I do that and try to open the inventory then the button doesn't make a sound, I can't even hear the sound of the footsteps when I step the regions. Does this have anything to do using the debug?

:Edit: Sorry my mistake, I was altering the system volume on room_leave function.
#107
The graphics are stunningly amazing! While looking at the first and second screenshots I said to myself, these graphics look a lot like lorenzo's style! Then I went down and readed graphics are made by lorenzo :-D they are truly stunning, congrats as usual!!
#108
Hints & Tips / Re: Metaphobia
Sun 01/08/2021 01:35:43
Thanks for sharing the walkthrough and I am glad you solved the game.
#109
Quote from: Khris on Mon 05/07/2021 11:24:07
Not really, and it's really old code so probably not useable as-is anyway.

I always wanted to have what you have done in that video into a module, I hope you will do it one day or a revisited version for the new ags. Plus it remind me that I always wanted to have your 3D rain into a module :( I hope you will one day. A sure thing is that every game I do has at least one of your modules.
#110
Quote from: Gilbert on Tue 22/06/2021 13:13:02
Have you enable the "compress sprite file" option?
I think default setting is to have this disabled (at least in the past), so the compiled game's size can differ greatly from your original resource image files (especially if they're compressed effectively like being in .PNG or .JPEG formats).
Even if this is enabled they still may not be compressed as good as the original files (as AGS uses only a very simple RLE scheme), depending heavily on how "complicated" they are, but should be better than none.

Edited: Ninja'd by Eric, but I'll just post this as-is, in case it may help.

Ok that works fine, it has been drastically reduced to 72 Mb. Thanks a lot for the hint both eri0o and Gilbert
#111
Quote from: Gilbert on Tue 22/06/2021 13:13:02
Have you enable the "compress sprite file" option?
I think default setting is to have this disabled (at least in the past), so the compiled game's size can differ greatly from your original resource image files (especially if they're compressed effectively like being in .PNG or .JPEG formats).
Even if this is enabled they still may not be compressed as good as the original files (as AGS uses only a very simple RLE scheme), depending heavily on how "complicated" they are, but should be better than none.

Edited: Ninja'd by Eric, but I'll just post this as-is, in case it may help.

Thanks Gilbert for posting it, I just find the compress sprite file option right now and I'll going to test it
#112
Quote from: eri0o on Tue 22/06/2021 13:00:17
So this really big change is weird, but totally possible. Regarding to sprites, this manual page has a bit of information:

https://adventuregamestudio.github.io/ags-manual/DistGame.html#managing-the-graphics-footprint

I recommend using the sprite compression always, turn it on in the general settings.

Thanks for the manual page, I'll keep it in mind. I can't see any sprite compression in general setting but just the sprite cache size at the default setup in the editor, you mean that? I tried to increase it from 128 to 1280, I re-compiled the game but nothing has changed. The size of the acsprset.spr is 653 MB when the compiled folder is 691 MB. I don't have any data besides the game(acsetup.cfg, audio.vox, mygame.ags), I am using agsshell.dll but that's nothing. I am just compiling for Windows btw
#113
Good day to all Agser, I am working on a demo which I've have just done right now but I think there's something strange. I have a folder in my computer where there are all the sprites used on the game and the folder size is 21,7 Mb. I have another folder where there are all the music and sound for the game and it's size is 29,9 MB. When I do right click on the compiled folder the size it's 691 MB which it should be around 50 MB more or less, I don't understand why it's become so heavy, do you know why? I am using AGS 3.5.0.29-P7
#114
@Hobbes If you want to repeat that cycle with this script the int step should be reset to 0 and not 1

Code: ags

int step = 0;

function region0_WalksOnto()
{
  if (step != 3) step ++;
  if (step == 1) player.Say("I cant go that way.");
  else if (step == 2) player.Say("Seriously, I cant go that way.");
  else 
  {
    player.Say("I have told you already, I cant go that way");
    step = 0;
  }
}


If you reset step to 1 when player enter the region step will become 2 and it will start saying "Seriously, I cant go that way." so it should be reset to step 0 if you want it to start from the beginning saying "I cant go that way."
#115
You should check how many times the player has entered the region with an int, so on your 'Walks onto region' function you should write something simple like this:

Code: ags

int step = 0;

function region0_WalksOnto()
{
  if (step != 3) step ++;
  if (step == 1) player.say("I cant go that way.");
  else if (step == 2) player.say("Seriously, I cant go that way.");
  else player.say("I have told you already, I cant go that way");
}
#116
It should be something like this:

Code: ags

aIntroMusic.Play(eAudioPriorityNormal, eOnce);
aMainMusic.PlayQueued(eAudioPriorityNormal, eRepeat);

#117
Yes, sometimes I easily get lost on the most obvious things.
Btw yes, the game will hang when completing the final task, which is normal, but that's still easy to avoid.  :)
#118
Well before trying eri0o's approach I preferred first to test Matti's idea which I was a little more familiar with. I just finished testing and it's working 100% as I intended to be. I don't know how you have done that with a single line of code:

Code: ags
while (TaskCompleted[Task]) Task = Random(9);


Because one of the main problem in my mind was that if random had chosen the number 0 and 0 was already a completed task, it could fall back to 0 because of the random factor. So I was already thinking about doing a million checks if the random was the number 0 and if that mission was completed for every number from 0 to 9 etc.. luckily you avoided me this nightmare! :)

Thanks a lot Matti and eri0o for your support! I'll definitely keep in mind the Set functions for the future.
#119
Thanks eri0o it surely gave me more ideas on how to approach this situation in a different way, thanks for sharing.
I'm taking some time right now to test your guys ideas and see what comes out of them.
#120
@eri0o thanks, I'll test your approach and let you know what I can come up with.

@matti thanks, well it would not be necessary to decrease the random counter but only to not pick up a task which is already done, so it might work good in this way. I'll test it all of this and let you know. I was keeping track of the current task checking the text of that label (lblTask.Text == "Find the apple") so according with his text I knew which task the random counter selected and by doing so enable or disable a specific hotspot in room load, the task is completed simply once you click the enabled hotspot.

Thanks both guys for the input, I'll let you know.
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