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Messages - Vincent

#381
Thank you very much for the clarifications. :)
Yes, that's what we thought was going on indeed. I hope somehow it could be fixed. :(

I am using agsjoy v.1.2.0.0 (Last modified says 17/10/2010) which I am not sure if it's the latest version?
#382
I am sorry for asking, what it is addiction about?

Quote from: Crimson Wizard on Mon 21/08/2017 17:05:46
- Added missing stubs for agsjoy plugin.
#383
Hello to all AGSer and Wyz, I have found this kind of error recently. There is a way to fix it?
http://www.adventuregamestudio.co.uk/forums/index.php?topic=55164.0
#384
Thanks for the suggestion once again and for sharing the link so far... I appreciated! :)
#385
So guys, I found a text document made by Wyz about using the plugin and found this note inside.

[ Basic usage ]
     
First you need to know how many, if any, joysticks are available. You can
retrieve the name of them with out having to open them to give the user a
possibility to select one. After you are going to use one, you need to open
it and store the object at an appropriate place. After that you can access
all variables from the object.  If you want to use events,  you  have to
enable them, the  are turned  off by default.  When you're done with the
joystick you can close the object. This will not destroy it but will stop
it from updating, and renders it in valid. If you were using events, first
disable them. Another way for a joystick object to become invalid is when
the player restored a save game and the joystick was disconnected. In that
case you can show a windows or do something useful.


Well, I am still not sure how to do that?
Also, regarding Snarky's workaround, how should go ahead and do something like that via script?
Thanks a lot for all your help guys, I really appreciated.
#386
Thanks Crimson Wizard for the clarification and Mandle.
As the latter mentioned, I just would like to prevent somehow this crash.
Even though there is a way to know how many joysticks are found using plugin functions...
I won't be able to know what is inside savegame beforehand to see if a savegame was saved with a joystick or not.
I am surprised to be the first and only one to have this problem with this plugin?
What about the other people that used this plugin into their game?
How have you managed to solve this kind of issue?
#387
The Rumpus Room / Re: Happy Birthday Thread!
Wed 23/08/2017 02:21:05
Quote from: adios on Tue 06/06/2017 01:15:00
Happy birthday, Vincent! :)
Quote from: Mandle on Tue 06/06/2017 05:17:25
Quote from: Adeel on Tue 06/06/2017 01:15:00
Happy birthday, Vincent! :)

+1
Quote from: AnasAbdin on Tue 06/06/2017 15:49:05
Happy birthday Vincent! :-D
Happy belated everyone in the last 364 days!

Ciao amico mio come stai? 
Thank you very much for the happy wishes! :-D
#388
Thanks for the quickly response Crimson Wizard.
I think you guess is right, the plugin just fail to restore it's own data if no joystick is found.
So I was wondering if there's a way to check if the joystick is plugged or not when the game is about to be restored.
#389
Good Evening to all Agser.

Recently I had an issue but I am not sure how to solve it at the moment.
I am using a plugin "agsjoy" by Wyz with Ags 3.2.1.
Lately I have done a savestate with a joystick plugged into the pc.
But after closing the game and removing the joystick from the pc, when I am about to load the game I get this message.
I think I know what it's going on but I am not sure how can I avoid it into the script?

An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x62151082 ; program pointer is +2051, ACI version 3.21.1115, gtags (123,2)


#390
Beginners' Technical Questions / Re: Ags3D
Thu 22/06/2017 16:17:00
Danvzare!

I really can't thank you enough for the time you took to upload these files to me. :)
Thank you very much and I am sorry if I answer late.

Regarding psudo 3D (called Easy 3D) and characters (called Character3D) I've already had to try them more than once and they work perfectly.

I have downloaded the demo link that you sent me but I can't open it in the editor (because I need a previous version of Ags) but that's not a big deal at all. So I have try this version of the plugin with the .scm file that you sent me and it seems like it's working just good (No errors when compiling the game and no need to comment out any of the function within the module) so it's working good for now. But I had to put inside my System32 folder those plugins I found in the demo folder (NxFoundation and NxPhysics) to make it run properly. Maybe that was the reason because I get those errors before?

Anyway it would be great if someone had a demonstration document to see how to make it work properly (At least for the basic commands)

Thank you very much in advance and thank you very much again Danvzare for the great help! :)
#391
Beginners' Technical Questions / Ags3D
Thu 22/06/2017 09:35:40
Hello guys,

For a testing purpose I would like to make a room in three-dimension that could be freely navigated.
So, in an old folder of an archive I found this Module "Ags3d" by Steve McCrea.
In the document description (Which I do not have) it said to use the plugin "Ags3d.dll" in combination with the module.
But after importing both (module and plugin) I can't compile the game because I get some errors.
Within the module there are some functions declaration that appear to be not inside the plugin so far.

// undefined token
Ags3d_SetEditorCursorSprite(slot);
Ags3d_SetCharacterY(c.ID, y);
Ags3d_SetObjectY(o.ID, y);
Ags3d_SetPrimPhysics(i, enable);

Ags3d_SetLightPosition(x, y, z); // not enough parametrs in call to function

Ags3d_SetLightAmbientValue(a);
Ags3d_SetPhysics(enable);
Ags3d_PushFromCamera(force);


When I commented out these functions then I could compile the game again.
So it seems like I have an oldest version of the plugin maybe?
Did any of you have a problem like this with the module and plugin?


Also regarding this thread: http://www.adventuregamestudio.co.uk/forums/index.php?topic=44821.msg599658#msg599658
There isn't any "AddLight(Ags3d_LightType type);" function in the module. It seems like it is replaced with "SetLightPosition" instead.
I can't get the zip file includes the module, plugin, and documentation because all the links seems to be dead.
http://www.adventuregamestudio.co.uk/forums/index.php?topic=29419.0
Without documentation I can't understand how things should work so far.


Any of you know how to fix the problem or do any of you have an updated version of the plugin maybe?
I am not pretty sure what's going on and what I need to make it work properly.


Lately, I have done some reearch and I found also this thread by DKH:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=41581.0
It would seem a good alternative to use but all the links seems to be dead as usual.

Any kind of help might be important, so I thank you in advance.
#392
I really can't describe how Amazing these screenshots looks guys! Andail, you are Amazing as the rest of the team! I really cannot wait to play this game! please HURRY UP! :P
#393
I don't know why but I am doing that wrong.
In this way it seems to work, but anytime it get overlap with the old one.
I would like to accomplish something like "SetAmbientTint" which works as it should be.

Code: ags

function Tint()
{
  // on slider change
  spr = DynamicSprite.CreateFromBackground();

  r = SliderR.Value;
  g = SliderG.Value;
  b = SliderB.Value;
  s = SliderS.Value;
  l = SliderL.Value;
  
  SetAmbientTint(r, g, b, s, l);
  
  sur = Room.GetDrawingSurfaceForBackground();
  spr.Tint(r, g, b, s, l); 
  sur.DrawImage(0, 0, spr.Graphic);
  sur.Release();
  spr.Delete();
}
#394
Hello guys,

So, I am getting a little stuck on making something pretty simple (it's regarding Dynamic Sprite and Drawing Surface, as usual)
For a testing purpose, I have a Gui with some sliders that handle parameters such as r, g, b, s, l.
Anytime that a slider change I am setting the "SetAmbientTint" with those parameters.
Since now it's working all great, then I have a Dynamic Sprite that create from background and a Drawing Surface that allows me to manipulate it.
So I could make a fully Ambient tint that work also for the room background.
The problem is that anytime I change the slider value the Dynamic Sprite overlaps with the oldest one.
So how can I do that whenever the slider changes erases the old sprite to create a new one?
As I mentioned early it sound like something very simple.
#396
Yes, I just realize that. My mistake.  :)
#397
I think I just misreading too, sorry.
I am not sure but probably it could work something like this ?

Code: ags

int lt;
 
function repeatedly_execute() 
{
   lt = GetLocationType(mouse.x, mouse.y);
   
   if (lt == eLocationNothing)
   {
     // do nothing
   }
   
   else
   {
     // mouse is over something (character, object or hotspot)
     // do stuff
   }
}
#398
It doesn't work if you do something like this ?

Code: ags

// main global script file

Hotspot *activeInteractionPoint;
Object *activeInteractionPoint;
Character *activeInteractionPoint;
int lt;

function repeatedly_execute() 
{
   lt = GetLocationType(mouse.x, mouse.y);
   
   if (lt == eLocationCharacter)
   {
     
   }
   
   else if (lt == eLocationHotspot)
   {
     
   }
   
   else if (lt == eLocationObject)
   {
     
   }
   
   else if (lt == eLocationNothing)
   {
     
   }
}
#399
Thanks Stranga, I am really much happy to see your game completed.
To having had the chance to lend an hand for me means a lot.
Frankly speaking, I simply love everything in this game. It's enjoyable and sinister enough. :grin:
Awesome graphics as well as for the composing music and sound effects.
I really wish you good luck for everything and still congrats for this release. :wink:
#400
Sure thing. You can count on that, whenever you want. :)
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