Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Vincent

#81
Ok, now the "Found On Config!" it showed on the JDK path by following this: C:\Program Files\Android\Android Studio\jre

What about the SDK path?
#82
I downloaded Android Studio from this site which is the first one that pop up on google: https://developer.android.com/studio


Android Studio Dolphin | 2021.3.1 Patch 1
Build #AI-213.7172.25.2113.9123335, built on September 30, 2022
Runtime version: 11.0.13+0-b1751.21-8125866 amd64
VM: OpenJDK 64-Bit Server VM by JetBrains s.r.o.
Windows 10 10.0
GC: G1 Young Generation, G1 Old Generation
Memory: 1280M
Cores: 4
Registry:
    external.system.auto.import.disabled=true
    ide.text.editor.with.preview.show.floating.toolbar=false



Is this all correct?
#83
Guys thanks for answering, I'm trying to figure it out how all of this works, thanks for your patience. I think maybe something its missing. I've been trying to search for AppData/Local/JetBrains as it show in your screenshot but can't find any JetBrains. For SDK path I've been trying to follow your screenshot but can't see any "Found On Config!" on both side. In Android studio I've been installing Android 10.0 (Q) should I need anything else?



If I use the cmd.exe and type echo %JAVA_HOME% nothing seems to happen at all

#84
@eri0o thanks for answering, I've been following the manual and installed all the tools required. When I go to the Editor Preferences I left ANDROID_HOME and JAVA_HOME to be default (as you can see in the first screenshot) is that wrong? I had to choose a path or can I leave them to be default? Also suddenly when I click 'generate keystore' I dont get any message and it show that menu you see in the screenshot which I should fill the keystore path. I created a folder for that path but it just allow me to select a .jks file which I dont know where I should get it.
#85
Thanks Khris, I did what you said but it show two errors, maybe I am doing something wrong:
The first sentence say that the value can't be null.



#86
Beginners' Technical Questions / Android Build
Tue 10/01/2023 13:30:59
Hello I am trying for the first time to build a game for Android. I am stuck at the "key store path" and I dont know what I should do exactly.

#87
Thanks guys only after few minutes of doing the post I had the same thought in fact using an object I solved the problem, thanks again for replying
#88
Hello to all agser.
Today I was trying to make an effect for a room (640x400) to make it move slightly to the left and right side (as if the room was moving/floating) to accomplish this I have done something like this by using the tween module:

Code: ags
DynamicSprite* sprite; //outside function
//...
sprite = DynamicSprite.CreateFromBackground();
gScreenEffect.BackgroundGraphic = sprite.Graphic;
gScreenEffect.TweenX(2.5, gScreenEffect.X+5, eEaseLinearTween, eReverseRepeatTween);

This is working like I had it in mind, the problem now is to make the same effect for a scrolling room (1280x400) how I accomplish something like this? Cause I am facing few issues like moving the gui with same camera position and to keep the 'floating' effect at the same time, how do you achieve something like this?
#89
You should ceate a TextWindowGUI and over there you set some images fo each edge of the window. After that you should go to general setting and set Custom text-window GUI to the number of your GUI you just create, that should work also for the Display function. Regarding the font you can change it via script with Game.NormalFont
#90
Eventually there's also this property on each room you create:



Should be your case if I'm not wrong but if you choose Crimson method then you don't have to worry about changing this property for each room.
#91
Thank you very much Crimson for working on this plugin, I really appreciate! 💖
#92
I would only exclude the music in the videos and leave only the effects and dialogues because those two things probably don't need to continue playing when the video end, maybe you can just play the music outside the video and leave the rest inside. Btw I look forward to see your FMV game, good luck!
#93
Quote from: eri0o on Mon 30/05/2022 12:39:23
The flags are the way to go. There's also a Direct3D plugin which I think allows doing a bit more with Video playback - but will limit the game to Windows platform in the short term.

The Direct3D plugin is totally recommended because it allow to play a video without pausing the game unlike the standard function of Ags.
#94
In the default "PlayVideo" function in Ags there are some flags where you can set the audio of the video to mute. In this way you can make the music play as background while the video is playing without interruption.

Quote
FLAGS can be one of the following:

0: the video will be played at original size, with AVI audio
1: the video will be stretched to full screen, with appropriate
   black borders to maintain its aspect ratio and AVI audio.
10: original size, with game audio continuing (AVI audio muted)
11: stretched to full screen, with game audio continuing (AVI audio muted)

Quote from: Jess McD on Mon 30/05/2022 05:34:42
If not, does anyone know of any other game development software that is well suited for developing FMV adventure games?

Isn't very suitable for point and click (at least in my opinion compared with Ags), although you can do those too, but on Unity you can do such great things also if you want build FMV games
#95
Sorry but as Crimson says too I don't understand much, maybe even if you make a video it would give the idea. Anyway just to say that Camera.X, Camera.Y, Camera.Width, Camera.Height, Viewport.X, Viewport.Y, Viewport.Width and Viewport.Height are not only readable as far as the manual says if I haven't read it wrong (In AGS 3.5.0.29-P7).
#96
Quote from: AndreasBlack on Fri 27/05/2022 14:20:55
And it would be easier to find the right values if that could be displayed with a "Display ("Camera is at x,y"); I'm guessing shouldn't be so hard to do?

To insert the value of variables into a message it's use to do like this:
Code: ags

Display(String.Format("CameraX: %d, CameraY: %d", Game.Camera.X, Game.Camera.Y));
#97
Quote from: lorenzo on Mon 09/05/2022 15:27:33
Thank you, Vincent! To be honest, I watched how they did it in some cartoons and made the animation pretty close to one I liked.  :-D

You nailed it, good job!! 👍
#98
Love the pick up animation, well done lorenzo!!
#99
@eri0o Thanks a lot for sharing your module, I will take it right now, it might come handly in the future. Conceptually speaking the player should use a keyboard to control the character without relying on it finding a path at all.

@Crimson Wizard Thanks a lot Crimson for clarification, I think I've got what eri0o meant to say now. While my intention was to have something very simple, yesterday I was watching this video on yt which remind me of what you wrote about the coordinate conversion so far.

@Khris I have implemented everything as you said and it's all working perfectly fine, thank you very much again. I am quite unsure how many coffees I should donate, but a whole coffee shop will be fine soon or later!;)
#100
@Khris Wow this is just amazing! I didn't even think it was possible to do such a movement without having a grid at all. Also you managed to write this code even in a very short time which I would never have been able to write it to be honest. Thanks a lot, I have tested the code and it works very well. The only small thing now I have to try to get the walking loops displayed correctly as in this picture:



@eri0o thanks for your suggestions, my intention was to have a very simple isometric movement without coding a grid or a pathfinding at all, so basically have something very simple (but even looking at khris code this wasnt so simple at all..) btw the character have only 4 directions, however I never heared about the controlz module before, I might have a look at it just in case;)
SMF spam blocked by CleanTalk