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Messages - abstauber

#501
I've found another alpha transparency / magic pink issue :P

It seems like CopyTransparencyMask doesn't ignore magic pink anymore (it did in 3.3)


The raster sprite is a 32bit png with an alpha channel, the portrait is a 32bit import from a gif. In AGS 3.3 I could happily merge those two, but in 3.4 the magic pink shines through.

Code: ags

  // Sprite 6 is the raster png
  // Sprite 7 is the portrait gif
  DynamicSprite *TileRaster = DynamicSprite.CreateFromExistingSprite(6, true);
  TileRaster.Crop(0, 0, 37, 49);
  
  DrawingSurface *roomSurface = Room.GetDrawingSurfaceForBackground();
  
  DynamicSprite *temp_fg = DynamicSprite.CreateFromExistingSprite(7,true);
  temp_fg.CopyTransparencyMask(TileRaster.Graphic);
  roomSurface.DrawImage(10, 20, 7, 0);
  roomSurface.DrawImage(50, 20, temp_fg.Graphic, 0);
  roomSurface.DrawImage(100, 20, 6, 0);
  roomSurface.Release();
#502
oh sorry, I didn't want to sound malicious. Also without sound, the motivation is high to finish this myself - now that I've seen that it's possible :)
#503
Thank you so much! Now I can enjoy the visuals without the pain of mastering the "controls" :P

So beautiful, yet so unplayable for me :~( :~(

But yay, I managed to reach the first boss and I don't feel like giving up yet.


..edit: btw. the videos are without sound, is that intended?
#504
Wow, it looks and sounds amazing. Yet again a terrific effort for one month.

I really want this to be entertaining, but unfortunately I struggle a lot with the controls... (this would be soooo much easier with classic controls) Anyway I beat the first two levels, yay :)
#505
The Rumpus Room / Re: !! Happy 2015 !!
Wed 31/12/2014 22:22:52
Great idea and video! Happy new year, everyone ;-D
#506
Hey everyone,
Dualnames made me make this hourgame :) And since nobody except Cuiki every played it, I thought I'd share it with all of you!

http://shatten.sonores.de/wp-content/uploads/2014/12/xmashour.zip
You have 30 seconds to fetch as many presents as you can get.
* Move in 4 - yes, F_O_U_R breathtaking directions
* be greedy
* train your reflexes
* no DLC, no ingame purchases

You need the Stella Emulator (or a real VCS 2600) to run it:
http://stella.sourceforge.net/downloads.php

Oh - and this is my first Atari game ever, it's a bit .. err. rough around the edges :P
Merry XMAS from GMT+1 :D
#507
Hooray, merry Christmas to you too :)
#508
Yep. In Winsetup you chose the language and GUI changes the icons according to what you setup in the translation file.

For example your english translation file needs to contain these lines.

GUI_LANGUAGE
EN
#509
I suppose you are using the bundled 9Verb template?

Quote from: 9verb.pdf
To switch the language in a .trs translation file, tell your translators to look out for the line.

GUI_LANGUAGE
Now simply translate that line with DE, EN, ES, FR or PT to set the GUI to the corresponding language.


You can see how it's done in the globalscript's game_start function.
#510
I'm at 526k pure script, split into 34 modules 8-0
The game still runs great on an older Atom CPU.
Don't worry about speed, seriously ;)
#511
sorry, it seems like I misunderstood what you wanted.
I don't think it's possible to change the frame, once AGS automatically changes the view. But I'm not 100% sure.

A way I can think of is to use two characters as one. One "character" is the body and the other "character" only shows the head and follows the body-character exactly.
#513
But you have to admit that now all topics are being shown ;)

This module can provide scrolling dialogs, but it takes some time to get used to it.
http://www.adventuregamestudio.co.uk/forums/index.php?topic=36313.0

I'm also using a scumm style scrolling dialog GUI in AeroNuts, which has been open-sourced.
#514
For this you need to activate "Run game loops while dialog options are displayed". You'll find it in General Settings.

Then you need to add the function repeatedly_execute_always() manually to the script and add those cloud moving lines there

Code: ags

function repeatedly_execute_always() 
{
    if (IsTimerExpired(4)) {
        ocloud.X=ocloud.X - 1;
        SetTimer(4, 20);
    }

    if (IsTimerExpired(5)) {
        ocloud1.X=ocloud1.X - 1;
        SetTimer(5, 20);
    }
}
#515
Have you tried this?

Code: ags

player.ChangeView(THEVIEW);
player.loop = 2;
player.frame = 4;


But I'm not sure if the loop is reset to 0 if you change the view. So if that happens, you need to save the frame first:
Code: ags

int temp_frame = player.frame;
player.ChangeView(THEVIEW);
player.frame = temp_frame;
#516
Yes there's is way but it involves somewhat advanced custom dialog scripting.

For starters you can do remove the current GUI to get AGS' default behavior.
In "General Settings" under "Dialog" set "Use GUI for dialog options" to 0. That way the dialog box scales up to show all the topics.
#517
The Rumpus Room / Re: Name the Game
Sat 06/12/2014 16:30:38
4 Minutes :shocked:
Snake Logan salutes you.

Your turn :)
#518
The Rumpus Room / Re: Name the Game
Sat 06/12/2014 16:17:11
now who is this ega action hero?
[imgzoom]http://i.imgur.com/F8Ys6Zb.png[/imgzoom]
#519
The Rumpus Room / Re: Name the Game
Fri 05/12/2014 14:35:44
duh.. Jack the Nipper?

:)
#520
Maybe we should split this into separate threads: decision and discussion ;)
Otherwise I guess we might never get started - and the help file situation is really not the best.

To sum things up, there's just one usable Help Authoring Tool: it's Sphinx.
Moving over to Sphinx isn't hard, as Alberth already provided a conversion tool and did the conversion.
At the moment the AGS help file is huge and rewriting it from scratch would be a tremendous task. It will need to be split up, but it can wait.
Moving all the documentation into the actual source code (my opinion) would make things even worse and waste countless hours, although I'd like to hear CW's and Guroks take on this.

I've just converted the documentation of the 9Verb-template to Sphinx:
http://shatten.sonores.de/wp-content/uploads/2014/12/9Verbs_sphinx_doc.zip

After having that done I'd like to underline that a rewrite of the AGS help file will take ages. Also I highly doubt that module authors are willing to learn how to write .rst files ;) But for the included templates, we should provide the documentation somehow.

@CW: Since you are building the current chm files, what do you think about moving from the .tex file to .rst ?
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