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Messages - abstauber

#121
Thanks (once again) for the detailed explanation. So everything that moves and scales, but does not animate would be a perfect candidate. Parallax effects should also work pretty well.

Regarding pixel perfect collision, there is(was) a nice module from ssh, which uses GetAtScreenXY methods a lot.
https://www.adventuregamestudio.co.uk/forums/index.php?topic=26307.20

(slightly updated version)
https://github.com/dkrey/ags_krokus/blob/3.5.1/ppcoll.ash
https://github.com/dkrey/ags_krokus/blob/3.5.1/ppcoll.asc

So if we could get Overlay.GetAtScreenXY, pixel perfect collisions would be very feasible.
#122
Nice, that was fast :)
#123
The new editor seems to have trouble switching themes when code is already being displayed.
This also happens with Visual Studio Dark.


Code: ags
---------------------------
Adventure Game Studio
---------------------------
Something went wrong when trying to apply color theme AGS-Dracula-0.2. The editor will set the color theme back to the default theme and continue as normal, however it may not look right until the next time you restart the editor. See stack trace for more details.

System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.

   bei AGS.Editor.ColorThemeJson.GetJToken(String id, JObject json)

   bei AGS.Editor.ColorThemeJson.DoTransform[T](String id, Func`2 transform)

   bei AGS.Editor.ColorThemeJson.GetColor(String id)

   bei AGS.Editor.ScintillaWrapper.LoadColorTheme(ColorTheme t)

   bei AGS.Editor.ColorThemes.Apply(Action`1 apply)
---------------------------
OK   
---------------------------
#124
Advanced Technical Forum / Overlay use-cases
Mon 18/04/2022 20:58:06
All this overlay talk made me curious: what can overlays be good for nowadays?


  • Sprite Replacement
    In the past I've used characters for this because they provide pixel perfect collision detection outside of AGS script. And that was way faster than search for transparent pixels.
  • Particles
    Right now I'm using a custom struct and draw all particles on a big surface. Would it be better that each particle would be it's own overlay?
  • Tiles
    Same story - would it be faster to say assign each tile on screen to it's own overlay instead of raw drawing everything to a room surface?

I still haven't fully understand the performance gain using overlays instead of drawing everything directly to a surface.
#125
Ah okay, thanks for the clarification.
I might have some more question, but I'll start a separate thread.

Back to topic ;)
#126
This module + demo games really looks super cool. I'd never thought to see mode7 that fluent with just plain AGS script.
But there's more to it than just drawing on an overlay instead of a room's surface, right?


And is there a particular thread discussing the new possibilities with overlays? All I remember is that when I did my weather module back in 2008, overlays were rather limited.
#127
Since you were talking about fonts. I suggest to give IBM Plex Mono a try. It looks and feels a lot like a modern Courier New, but with better distinction of these characters 0OI|1I


I have no clue, why this looks so terrible right now - in imgur it looks alright: https://imgur.com/a/P5daSjo
#128
Thanks, this fixed it!
There's still a lot not working, but nothing crashes anymore :)
So  I guess it would be safe to port everything to 3.5 first and once it all works I move it over to 3.6 to actually identify bugs.


edit: yep, the game is also sort of broken in AGS 3.5. So I'll fix that first and report things here later.
#129
I've just PM'ed the link to the project. It could also be very possible that I did something stupid, as I haven't spent much time porting the code yet.
Oh and the keyboard controls seem to be different now too. At least the arrow keys don't work anymore.
Thanks for looking into this.
#130
I just started porting my quite old game project from AGS 3.4 to 3.6b3.

It already compiles, but crashes with the following exception.
Since I replaced a lot of Viewports and System.ScreenHeights, I can't exactly tell you, what did cause this crash.

Code: ags

An exception 0xC0000094 occurred in ACWIN.EXE at EIP = 0x0050A95E; program pointer is +373, ACI version 3.6.0.23, gtags (663,20)



I hope it still somewhat helps.
#131

Truely awesome, the vocals are completely computer generated (C64 SAM)
#132
Congrats to all winners and special thanks to everyone involved in the ceremony. It's been a long time since I've joined the awards and I had a great time - so many terrific titles

Also many thanks for awarding me the "best innovation" trophy. I'm pretty sure that there are more innovative or at least active guys out there, but hey, I count it as a retro award :P

Anyway I'm very happy that apparently many of you found those modules useful and I am honoured to have received this award.
#133
Hey, sorry for being gone. Apparently I've missed a few posts, at least I didn't get the notification from last year and I even got some PMs  8-0
But at least I got a notification now - so yes the link from post #92 works for me. I'm keeping my fingers crossed that this module still works with recent versions of AGS. As you might tell, I haven't looked at the code for quite some time.
#134
Oh I see, it seems like you've missed it only by a few months.

But thanks to github, here's the change I made:

https://github.com/dkrey/ags_9verb-template/commit/ff32959675395ceffb73d018d8b35e27a3a12d79#diff-a615dc2d3934cff60e75e03baab6ae21


First you need to add  objHotTalk to guiscript.asc
Code: ags
bool objHotTalk                 = true;


And then you need to change this line:
Code: ags
  
    cond =((isAction(eGA_TalkTo) || (isAction(eGA_GiveTo) && (Mouse.Mode == eModeUseinv))) && (GetLocationType(mouse.x, mouse.y) != eLocationCharacter));


to this lines:
Code: ags

    if (objHotTalk && isAction(eGA_TalkTo) ) {
      cond = false;     
    }  
    else {
      cond =((isAction(eGA_TalkTo) || (isAction(eGA_GiveTo) && (Mouse.Mode == eModeUseinv))) && (GetLocationType(mouse.x, mouse.y) != eLocationCharacter));
    }
  


That should do the trick.
#135
Hi there,
there's support for this feature for a few years - so chances are high, that also your version of the template has this it in.

in guiscript.asc keep looking for this (around line43) and set it to true:

Code: ags
bool objHotTalk                 = false;  // Talk to Objects and Hotspots
#136
QuoteHope I'm not too late for voting.
No worries, the more votes the better.

Nonetheless let's count in the final results:

1st

lorenzo

2nd

kastchey

3rd

DBoyWheeler



Congrats and thanks a lot for participating.

#137
General Discussion / Re: RIP Ghost
Mon 30/12/2019 21:58:08
Incredibly sad news indeed. I still remember when I found his homepage about "Daemons in the Attic" and just a a year or so later he decided to use AGS and joined the forums. And it makes me very sad that his unfinished work will never be finished anymore.
He was truly a great artist and game designer.

RIP Björn, I will miss you.
#138
I've just extended the voting deadline a little to hopefully get some more votes.
Oh.. and the trophies are ready - everyone gets one  ;-D
#139
*bump*
Just released a new version with added compatibility for AGS 3.5

Oh, and I just noticed that I am maintaining these templates for over 10 years  :shocked:
#140
Awesome, another and final entry to this contest! Many thanks to all of you!

So I think is fair to start voting now. Deadline for this is 30th Dec - so only 3 days  :shocked:

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