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Messages - cat

#1581
The Rumpus Room / Re: *Guess the Movie Title*
Tue 09/10/2018 20:35:28
So it is Deep Roy? I thought it was him.
#1582
I think the textures work quite well and give a unique style but I agree about the portrait looking way off.
#1583
Completed Game Announcements / Re: Unavowed
Sun 07/10/2018 19:40:30
Yay! :)
#1584
Quote from: CaptainD on Sat 06/10/2018 11:41:56
Family friendly gameplay but she appears to be topless?! :confused: 8-0

Since the purpose of breasts is to feed children, I think it's weird that kids should not be able to see them ???
#1585
Nice!
#1586
Yes, I think having the size resolution dependent makes sense.

About the other question I sneaked in (the ? in _bottle?.GetComponent...) - it's hard to google a question mark :P
#1587
A quick update for everyone following here:
tzach fixed the issue and a few others I've found. They are already merged to the master branch.

And again I have a question:
The default position of text shown for character.SayAsync is a bit strange: it is a bit above (OK) but on the right side next to the character. Why?
I know I could write a custom ISayLocationProvider, but ideally, this basic thing should work right out of the box.



Edit: One more question: What does the ? do in
Code: ags
_bottle?.GetComponent<IHotspotComponent>().Interactions.OnInteract(AGSInteractions.INTERACT).SubscribeToAsync(onBottleInteract);
#1588
Puts on moderator hat

Joking about various topics (even dark or controversial ones) is allowed on the AGS forum, but as others already mentioned, this thread is not the right place for it. So, please refrain from silly jokes here in this thread.
The forum is also not a place for personal insults and abusive language. I know the subject in this thread is emotional and jokes don't help either, but please keep it civilized.

You can contact me or any other moderator in PM if you want to add to this. Otherwise, please stick to the original topic of this thread.
#1589
A bit late to the party as well, but here it goes:

[imgzoom]http://www.clowdergames.com/pics/SpriteJam/spritejam_woods.png[/imgzoom]

Take nothing but pictures, leave nothing but footprints!
#1590
General Discussion / Re: Edge or Chrome?
Wed 03/10/2018 18:21:02
Cassiebsg +1

Chrome has the best developer tools, but it's Google and Google is the new Microsoft.
#1591
Completed Game Announcements / Re: Unavowed
Tue 02/10/2018 19:52:09
Dave, please don't forget to add the game to the AGS database. I'm sure you don't want to miss out on the next awards because of an oversight.
#1592
Quote from: Pomperipossas_Godishus on Tue 02/10/2018 01:08:56
A game often cost about 50 dollars, or more.
This is not realistic. No indie game costs that much. Unavowed and Lamplight City, for example, cost 15â,¬.
#1593
Angelica Crosley

// Stares at Graham's body
Good gracious! What has just happened? I don't know what you are up to, Mr. Green and Madame Sky, but I wasn't expecting this!

// Talk softly to Penelope Lancaster
I know it's terrible, but we all have to calm down now, my dear. Let us calmly evaluate the situation and think about what should be done.
#1594
I couldn't find it in this thread - what was the theme of the jam?
#1595
Quote from: tzachs on Sun 23/09/2018 22:25:35
Quote from: cat on Thu 20/09/2018 21:36:31
When I use this and click somewhere, nothing happens in the game but I see an exception in the output window:
Exception thrown: 'System.IndexOutOfRangeException' in AGS.Engine.dll
I can't reproduce this, so I need more information.
Is this the entire error message, no additional stack trace? Also, where did you put this code? And can you also write the code you used to add the walkable area? Or alternatively, can you send me your project again (with the error reproducing)?

I put the init code in the loadUi function in the GameStarter.

I turned on "break on exception" and get this:
Spoiler

>   AGS.Engine.dll!AGS.Engine.StaticGrid.GetNodeAt(int iX, int iY) Line 128   C#
   AGS.Engine.dll!AGS.Engine.JumpPointParam.JumpPointParam(AGS.Engine.BaseGrid iGrid, AGS.Engine.GridPos iStartPos, AGS.Engine.GridPos iEndPos, bool iAllowEndNodeUnWalkable, bool iCrossCorner, bool iCrossAdjacentPoint, AGS.Engine.HeuristicMode iMode) Line 56   C#
   AGS.Engine.dll!AGS.Engine.EPPathFinder.getWalkPoints(AGS.Engine.BaseGrid grid, AGS.API.Position from, AGS.API.Position to) Line 45   C#
   AGS.Engine.dll!AGS.Engine.EPPathFinder.GetWalkPoints(AGS.API.Position from, AGS.API.Position to) Line 40   C#
   AGS.Engine.dll!AGS.Engine.AGSWalkComponent.getWalkPoints(AGS.API.Position destination) Line 337   C#
   AGS.Engine.dll!AGS.Engine.AGSWalkComponent.walkAsync(AGS.Engine.AGSWalkComponent.WalkInstruction currentWalk, AGS.API.Position location, bool straightLine, System.Collections.Generic.List<AGS.API.IObject> debugRenderers) Line 275   C#
   AGS.Engine.dll!AGS.Engine.AGSWalkComponent.processWalkInstruction(AGS.Engine.AGSWalkComponent.WalkInstruction previousWalk, AGS.Engine.AGSWalkComponent.WalkInstruction currentWalk) Line 262   C#
   AGS.Engine.dll!AGS.Engine.AGSWalkComponent.getWalkInstruction() Line 211   C#
   AGS.Engine.dll!AGS.Engine.AGSWalkComponent.onRepeatedlyExecute() Line 126   C#
   AGS.Engine.dll!AGS.Engine.AGSEvent<AGS.API.IRepeatedlyExecuteEventArgs>.InvokeAsync(AGS.API.IRepeatedlyExecuteEventArgs args) Line 64   C#
   AGS.Engine.dll!AGS.Engine.AGSGame.onUpdateFrame(object sender, AGS.Engine.FrameEventArgs e) Line 189   C#
   AGS.Engine.dll!AGS.Engine.AGSUpdateThread.RaiseUpdateFrame(double elapsed, ref double timestamp) Line 219   C#
   AGS.Engine.dll!AGS.Engine.AGSUpdateThread.DispatchUpdateFrame(object sender, System.EventArgs e) Line 185   C#
   AGS.Engine.dll!AGS.Engine.AGSUpdateThread.threadLoop() Line 167   C#
[close]

Quote
Not necessarily better, but you can get an empty bitmap as I said before, and then add a translate component which gives you the ability to "move" an area on the screen.
I guess I'll just stick to my implementation for now.

Quote
Ah, right, I think I changed it to all images after realizing the same logic applies, you can have multiple animations with different widths and it makes it easier to align by default (and also it's more consistent). I don't necessarily have too strong opinions on this, willing to discuss if you have a better suggestion.
Quote
I think cat's struggle here stems for the fact that she's porting an existing game, I don't think she'd encounter this issue when creating a new game (we'll see when people actually create new games, though).
I think the main issue with the pivot is (apart from being a bit obscure in the first place), that you don't set it to a specific pixel position but to a relative point within the sprite. This does not matter when positioning an object manually in an editor, but it is confusing when doing it in code. Especially with low-res games, where every pixel counts, this can be problematic, because you don't know the exact pixel position you have to use when pivot is 0.5.

Quote
The engine should be geared with defaults that apply to the most common use-cases for point&click (or in the future, like we discussed, we might have templates with different defaults, geared to that specific template use case).
This sounds like a good idea. I thought about suggesting something already.

Quote from: tzachs on Mon 24/09/2018 22:05:54
I don't think it applies to cat's game which is a standard point&click (mechanics wise, ignoring the wonderful puppets ;-D) with standard puzzles.
:-*
#1596
Critics' Lounge / Re: Little Sally
Tue 25/09/2018 19:16:28
I agree that the hair needs more contrast. I think you should also remove the double-pixel from the skirt outline or replace them by proper shading.
#1597
Looks like you had a great time :)
And it seems you played an escape the room game? How appropriate!
#1598
Thanks Crimson. I'll have another close look at your repostitory, since you have answers to many of my questions already :)
#1599
Quote from: tzachs on Sun 23/09/2018 11:04:12
The pivot point is by default 0.5,0 for characters and 0,0 for objects.
Sorry I have to correct you, but at least with version a4b22 the default pivot point for objects is 0.5, 0. I looked at it via debugger and when I reset the pivot to 0,0 the object is moved to the correct position.
I agree about the character pivot point and reasoning, though.

Quote
Also sorry that I haven't been more helpful lately, currently I'm on a 3 week vacation and a bit low on free time with proper internet..
No worries, enjoy your vacation! I see what I can do in the meantime by myself. Also a good way to see how self-explanatory the documentation is ;)
#1600
Thanks, that did it! So it's the other way round. And I didn't know I had to reset the pivot first. What is the reason for having it 0.5, 0 initially?
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