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Messages - bx83

#21
It doesn't animate all the time, just when it's talking.
Slow-down occurs all the time.
#22
* Does the big character animate?
Yes.

* Which renderer are you using when running the game (software, Direct3D, OpenGL)?
OpenGL

* Do you have any large transparent GUI over your room?
No.

If so, may you also tell which version of AGS are you running?
3.5.1.8
#23
The room has two characters.

When I remove 1 character, it goes fast; same if I remove the other.
They both overlap; I've tried making them non-solid, and separating them so they don't overlap -- no change, still slow speed.

The 2nd character has a huge area (about 1/2 screen size), BUT 80% of that is blank space.

What am I doing wrong here? Is it the characters or some other factor?

#24
I have a room which is noticeably slower than usual It only runs at <15 frames per second (out of 40 frames). When I locate a game character in it to another room, it speeds up to normal once again.



What is causing this? Has anybody heard of this problem before?

There's nothing of her in the code, eg. doing something 1200 times a second in repexec():

Code: ags
//----------------------------------------------------------------------------------------------------------------------
// room36.asc
// Room 36 (E Village - Dark Seeds, inside)
//----------------------------------------------------------------------------------------------------------------------

function room_FirstLoad()
{
  BeenToDarkSeeds=true;
  
  cGothGirl.Transparency = 0;
  cGothGirl.Clickable = true;
  cGothGirl.SetIdleView(35, 5);
}

//----------------------------------------------------------------------------------------------------------------------
// Room Load
//----------------------------------------------------------------------------------------------------------------------

function room_Load()
{
  cJulius.ScaleVolume = true;

	RandLoopShirt=Random(1);
	cGothGirl.Loop=RandLoopShirt;
  cGothGirl.SetIdleView(35, 5);
}


//----------------------------------------------------------------------------------------------------------------------
// Room After Fade In
//----------------------------------------------------------------------------------------------------------------------

function room_AfterFadeIn()
{
	//Display("randloopshirt %d", RandLoopShirt);//cheat
	
  if (cJulius.PreviousRoom==RM_E_VIL_DARKSEEDS_OS) cJulius.Walk(527, 584, eBlock, eWalkableAreas);
}

//----------------------------------------------------------------------------------------------------------------------
// Room Repeat Exec
//----------------------------------------------------------------------------------------------------------------------

function room_RepExec()
{
  
	if (ConversationIsOn) ConversationIsOn=false;
  
	//walk of the shop facing away from camera, not down-left
  if (cJulius.x<=645) {
    if (cJulius.Loop==6 || cJulius.Loop==1) {
      cJulius.Loop=7;	
    }
  }
  
	
	if (BeenToAssayer && !dGothGirl.HasOptionBeenChosen(13)) {
		cGothGirl.SetProperty("convodone",0);
  }
  
}

//----------------------------------------------------------------------------------------------------------------------
// Room Leave Left
//----------------------------------------------------------------------------------------------------------------------

function room_LeaveLeft()
{
  cJulius.FaceDirection(eDirectionUpLeft);
  cJulius.Walk(312, 530, eBlock, eWalkableAreas);	
  cJulius.ChangeRoom(RM_E_VIL_DARKSEEDS_OS, 500, 430, eDirectionDownLeft);                             // dark seeds, outside
}


#25
He says he doesn't publish AGS/adventure games any more. Ho hum.
#27
Can't DM their twitter account, and the only email contact is 'support'. Got any other info on Mark?
#28
I am Australian and can confirm this is true :p

Okay, well let's start a master list; thread's dead anyway.
#29
Why did I die, or that's the name of a publisher?..
#30
I'm publishing my current game (Lost on Cow Island) - as soon as I find a publisher.
I've got an enormous list, but no easy way to search through it - just have to try every entry.

What's everyone's favourite? Shall we make a master list of publishers?

MASTER LIST

Wadjet Eye
Raw Fury
Application Systems
Screen 7
#31
General Discussion / Re: New Dune film trailer
Sun 26/09/2021 12:23:51
Btw, for lovers of music: https://www.youtube.com/watch?v=prcrtb_sxL0

But they picked their own tune. pfft.   :sad:
#32
Exactly 4 lines per scroll, as this is a 'page' of the inventory.

All good, fixed :)

Code for the uninitiated:
Code: ags
function on_key_press(eKeyCode keycode)
{
...
//scroll through inventory using page-up/down
  if (keycode == eKeyPageUp && gInventory.Visible) {
    invCustomInv.ScrollUp();
    invCustomInv.ScrollUp();
    invCustomInv.ScrollUp();
    invCustomInv.ScrollUp();
  }
  if (keycode == eKeyPageDown && gInventory.Visible) {
    invCustomInv.ScrollDown();
    invCustomInv.ScrollDown();
    invCustomInv.ScrollDown();
    invCustomInv.ScrollDown();
  }
...
}
#33
I've previously used the MouseWheelNorth/South buttons to do this, in which it scrolls 1 page at a time.

Using the same command (invCustomInv.ScrollDown()/Up()) with a key (I'm using eKeyPageUp/Down) it only scrolls 1 row at a time (out of the 4 visible rows).

Is there any way to have the invWindow scroll up/down multiple rows?
#34
I have a clip (aCameraSnap, of the ExtraSounds category) which was fading out/silencing all other clips in a room -- which were also ExtraSounds, hence the error.

I made a category called Special, with only this clip listed in it, and given infinite sound clips to the Special channel. Now, it *doesn't* play, while all the other sounds keep playing as usual -- but *only in this room where the original error above was happening*

What's going on? Is it solvable?
#35
Ah well :|
I'll get round it.

BTW are there any plans to make dialogues independent text files? That way we could edit them outside the editor, and they'd presumably be capable of more informative error messages.
#36
Hi, could anyone tell me why there's an error in this piece of dialogue?

Code: ags
// Dialog script file
@S  // Dialog startup entry point

  if (TigerRedMeatMentioned) {
option-on 6
  }
  
  if (KingRevealsFurstPrize) {
option-on 9
  }

  if (!ButcherIntroduced) {
    cJulius_spk("&1965 You are a fine, utterly huge, *huge* bison. Or bull. What are you?");
    
    cButcher.SayAtBubble(butcher_talk_x,butcher_talk_y,
    "&1 I am a gigantic bull of bison descent.");
    
    cJulius_spk("&1966 What do you call that then?");
    
    cButcher.SayAtBubble(butcher_talk_x,butcher_talk_y,
    "&2 A Cattalo. Or Beefalo. But that is racist.");
    
    cJulius_spk("&1967 Are there many of your kind on this mostly cow-centric - but not enough to exclude horses - island in the middle of nowhere and also you can talk and own a butcher shop? Why do I even ask? Why do I *even* ask?");
    
    cButcher.SayAtBubble(butcher_talk_x,butcher_talk_y,
    "&3 I am the only one of my kind here. \n
    My pappa left me. My mother was destroyed. \n
    I am ashamed...");
    
    //[Spanish guitar sound] 
    cButcher.SayAtBubble(butcher_talk_x,butcher_talk_y,
    "&4 But I am not alone.");
    cDummy.Say("&1");
    
    cJulius_spk("&1968 But you said you were the las--");
    
    cButcher.SayAtBubble(butcher_talk_x,butcher_talk_y,
    "&5 I have my beautiful wife, of course.");
    
    cJulius_spk("&1969 A cow?");
    
    cButcher.SayAtBubble(butcher_talk_x,butcher_talk_y,
    "&6 A duck.");
    
    ButcherIntroduced=true;
  }

return

@1
return

@2  <----ERROR: buffer exceeded: you probably have a missing closing bracket on a previous line
  cJulius_spk("&1970 So that's quite a bit of... a height difference.");
  cJulius_spk("&1991 How do you even... like... you know...");
...


Adding new lines seems to mess up the length of dialogue (it was exactly as you see it here 20min ago, except no \n's and all text was on the same line), somehow. I've tried everything - \n's bad. No idea what's going on or if anyone's tried to space their dialogue like this.
#37
Does it work in 3.5.1.8? Because it was made in 2005.
#38
Can you, and if so, how do you make one of these?
There is an older plugin for it; but no .SetView for inventory items, and I'm not sure if it's even possible n 3.5.x?
I'm looking for the easiest way to attach a single ~10-frame loop, repeated, to an item which displays constantly when the inv window's on screen; that's all, nothing fancy.
#39
You did, but not one that checks all variables at once.
I’ll get rid off the one in the feature request.
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