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Messages - edmundito

#41
Quote from: Crimson Wizard on Sat 27/05/2023 14:43:12Could you demonstrate how the previous version looks on the same monitor?
Also, which OS do you run this on?

Sure, it looks like it always does but pixelated compared to the rest of the os:
https://1drv.ms/i/s!Ap-i3SuJykLihiyT3svQiDjWaPNo?e=7ESpxl

My specs are:
Windows 10 Home 21H2
Resolution: 2880x1800
Scale: 200%
#42
As mentioned on Discord, I'm excited about this release!

I tested the editor on my high DPI display, and many panels must be fixed. I also wonder if Editor plugins would also be affected.

I made a video showing the glitches: https://1drv.ms/v/s!Ap-i3SuJykLihinGCZ0jdiCcj6E_?e=eBEiVC

Edit: I just tested the Speech Center editor plugin, and there are problems: https://1drv.ms/i/s!Ap-i3SuJykLihituN9TEAgr3nvmj?e=XQgu9p
#43
@RootBound

Quote from: RootBound on Tue 02/05/2023 15:29:33OK, new problem. Can't figure out what I'm doing wrong in my scripting. Goal is to be able to pseudo change speed of tweens (including stopping and resuming) by doing the following:

1. getting the current fraction of tween's duration remaining through customtween.GetTweenProgress() and the current value through customtween.value.

2. stop the tween

3. start a new tween with the value and duration modified based on what was previously elapsed.

This is, however, not working. I have a label displaying the value of customtween.GetTweenProgress(which, if I understand correctly, is supposed to return a float value between 0 and 1), but instead the returned value almost instantaneously climbs to a 10-digit whole integer, and if the tween is paused and unpaused value returns to 0 (integer, not float) and stays there.

Any help would be greatly appreciated.


First, you can use the tween-provided function SecondsToLoops(1.0) to convert seconds to game loops instead of using GetGameSpeed() / 40. There's also a tween-provided function called SetTimerWithSeconds where youc can provide the number of seconds directly.

The problem I see in your code is that you're calling Update() only when the timer is expired:

Code: ags
  if (IsTimerExpired(1))  {
    SetTimer(1, GetGameSpeed()/40);
    if (IncreaseScaling.IsPlaying())  {
      IncreaseScaling.Update();
    }
    cTree.Scaling = IncreaseScaling.Value;
  }

Update needs to be called always because it only moves the tween one step on every loop. What I would recommend is do all your logic at the top of the function and then update the tween:

Code: ags
function repeatedly_execute_always() {
  if (IncreaseScaling.IsPlaying())  {
    IncreaseScaling.Update();
  }
  // Update object logic
  // Reset tween logic
}
#44
AGS Engine & Editor Releases / Re: AGS 3.6.0
Tue 04/04/2023 16:49:49
Congratulations on the release. This is a huge milestone!
#46
About

The AGS Tween Module allows you to programmatically interpolate many of the AGS properties (objects, characters, regions, viewport, audio, GUI, GUI controls, etc.) over time in amazing ways. The term tween comes from the computer animation term inbetweening.



Don't depend on using while loops everywhere in your code to move something:

Code: ags
while (gIconbar.Y > -gIconbar.Height) {
  gIconbar.Y = gIconbar.Y - 1;
  Wait(1);
}

With the Tween module, can do graceful things like this:

Code: ags
gIconbar.TweenY(0.5, -gIconbar.Height, eEaseInBackTween);

Notable games using the tween module include Guard Duty, Lamplight City, Unavowed, Future Flashback, and Rosewater.

What are you waiting for? Start using the Tween module today!

---
What's new in 2.3.0?

TL;DR: This is a great new release that supports the new features in AGS 3.6.0, adds support for Point object tweens, and the long overdue support for Overlay X and Y. This module is compatible with AGS 3.5 or above.


Added Overlay TweenX, TweenY, TweenPosition
3.5.0: Added Point TweenX, TweenY, TweenPosition
3.6.0: Added Character TweenAnimationVolume
3.6.0: Character.TweenScaling is no longer limited by a range of 5-200. Now supports 1-32767
3.6.0: Added GUIControl TweenTransparency
3.6.0: Added Object TweenScaling
3.6.0: Added Overlay Width, Height, Size, and Transparency
Internal: Updated how managed tweens are created to support Point and Overlay tweens
Added function documentation where extra properties such as ManualScaling, Visible are also updated

---

Download from:
https://github.com/edmundito/ags-tween/releases/tag/v2.3.0

Documentation:
https://edmundito.gitbook.io/ags-tween/

Financial Support:
Happy to take tips or donations through my Ko-fi site: https://ko-fi.com/edmundito

Chat in the AGS Discord server:
https://discord.gg/vmuCyWX

Issues and feature planning:
https://github.com/edmundito/ags-tween/issues
#47
I just released 2.2.2! It's just a few small bug fixes that were present in 2.2.0. Thanks to AlanDrake for fixing some of these issues.
https://github.com/edmundito/ags-tween/releases/tag/v2.2.2

I'm always open for suggestions on what the next version should have. Some of these ideas have been posted in github issues:
https://github.com/edmundito/ags-tween/issues
#48
Is this a general thread about improving the syntax in AGS 4 or specifically about changing struct to class? I got a huge list of things I'd like to see improved.

Should I start a new thread or reply here?
#49
 :cry:

Super sad news. I lost a family member to cancer as well and I know how tough it is. When I was more regular in the forum, I found ProgZMax to be one of the most inspiring artists and with his work on the Wadjet Eye Games I think of him as one of the contributors to the success of AGS as an indie gamedev tool. RIP.

Back in 2005, I very briefly worked with him for sprites for a game that was never made, I wanted to share his work from back then as a little memory:
#50
I finished the game! Worth playing all the way through. Thanks for keeping it updated, the Esc main menu is a nice addition.

Another bug I noticed:
Spoiler

When I use the stick with the scissors it says "%s on a stick?" instead of putting the name of the object in %s
[close]
#51
I'm really enjoying it so far but I'm stuck!

Spoiler

- I got my haircut
- I got taller
- Now I need the suit

I got a sticky hose, a pair of scissors, and horseshoes. What am I missing?
[close]
#52
Latest Version is 2.3.0 - See the Tween 2.3.0 thread for more details!

About

The AGS Tween Module allows you to programmatically interpolate many of the AGS properties (objects, characters, regions, viewport, audio, gui, gui controls, etc.) over time in amazing ways. The term tween comes from the computer animation term inbetweening.




Ten years ago you probably depended on ugly while loops everywhere in your code to move something:
Code: ags
while (gIconbar.Y > -gIconbar.Height) {
  gIconbar.Y = gIconbar.Y - 1;
  Wait(1);
}

Today, with the Tween module, can do graceful things like this:
Code: ags
gIconbar.TweenY(0.5, -gIconbar.Height, eEaseInBackTween);

Notable games using the tween module include: Guard Duty, Lamplight City, Unavowed, Future Flashback, and Rosewater.

What are you waiting for? Start using the Tween module today!

---
What's new in 2.2.2?
Bug fixes. More info here: https://github.com/edmundito/ags-tween/releases/tag/v2.2.2

What's new in 2.2.0?

First, a brand new format for the documentation: https://edmundito.gitbook.io/ags-tween/

TL;DR: This is a great new release that supports all new features all the way AGS 3.5.0 beta 5. Additionally, it fixes a few bugs and removes compatibility with older AGS versions prior to 3.4.0.

Fixed Region StopTweenTint result parameter (was not used)
Fixed Region tween tint saturation to 1-100 and luminance clamping to 0-100
Fixed exception when using Button.TweenTextColorRed
Removed compatibility with any version below 3.4.0
Replaced internal #ifver checks to check based on SCRIPT_API_v* to improve compatibility
Replaced Region.TweenTintEx with additional luminance parameter in Region.TweenTint
Removed TweenSystemGamma and StopTweenSystemGamma in favor of using existing System.TweenGamma and System.StopTweenGamma
Removed TweenSystemVolume and StopTweenSystemVolume in favor of using exiting System.TweenVolume and System.StopTweenVolume
Added TweenTextColorRGB for Button, Label, and TextBox
3.4.1: Added Character TweenTint (+ Red/Green/Blue), TweenTintSaturation, TweenTintLuminance
3.4.1: Added Object TweenTint, TweenTintRed, TweenTintGreen, TweenTintBlue, TweenTintSaturation, TweenTintLuminance
3.5.0: Removed limitations of GUI tweens to screen width and height
3.5.0: Replaced old Viewport tweens with Camera TweenX, TweenY, TweenWidth, TweenHeight, TweenPosition, TweenSize
3.5.0: Added new Viewport object tweens TweenX, TweenY, TweenWidth, TweenHeight, TweenPosition
3.5.0: Updated Tween1Compatiblity module to support legacy Viewport tweens (via Camera)
3.5.0: Added Tween2Compatiblity module to support legacy Viewport tweens (via Camera)
3.5.0: Added GUI TweenBackgroundColor (+ Red/Green/Blue/RGB) and TweenBorderColor (+ Red/Green/Blue/RGB)
3.5.0: Added ListBox TweenSelectedBackColor (+ Red/Green/Blue/RGB), TweenSelectedTextColor (+ Red/Green/Blue/RGB), TweenTextColor (+ Red/Green/Blue/RGB)

---

Download from:
https://github.com/edmundito/ags-tween/releases/tag/v2.2.2

Documentation:
https://edmundito.gitbook.io/ags-tween/

Chat in the AGS Discord server:
https://discord.gg/vmuCyWX

Issues and feature planning:
https://github.com/edmundito/ags-tween/issues

10 years of Special Thanks to:

Crimson Wizard for continuing to support AGS and adding new features like Camera that inspired this version of the module
eri0o for worshiping this module and using it to its fullest potential
MattFrith for supporting the Discord channel in what became the AGS Discord server
Tzachs for expanding the original module to support most of the properties in AGS
Grundislav for the Ben Jordan games that inspired the creation of the original module
Dualnames for promoting and creating very inspiring work with the module since the very beginning
Blackthorne who made so many great games with this module and his overall encouragement motivated me to create Tween 2
jwalts37 who I met in person at GDC 2014 and told me how much he liked the module
Vince Twelve who wished he had this module in Resonance and for showing me some advanced code that was the inspiration for Tween 2's startDelay
Calin Leafshade for giving me more insight into scripting best practices, and everyone in the forum for reporting problems and making games with this
Dave Gilbert for praising the tween module every time I see him in person
TheJBurger who I kept exchanging emails about the module during the development of Gemini Rue
ThreeOhFour who early in the first of tween module suggested a feature that would later become custom tweens
Pumaman for reasons
#53
I was able to make a build with 3.4.1 but it was not easy and not perfect. It seems that the game runs for now, we are testing to see where it breaks.

I've detail the current instructions here, you will need to be familiar with Xcode, Make, etc. Please follow them step by step:

https://gist.github.com/edmundito/4cc578f6eee51db7d20882cfa222b015

In summary:
- The OSX project is outdated with ags 3.4.1 but may work with ~3.4.0.13
- Some hacking needs to be done to make it work
- Allegro needs to be repatched properly to support ags 3.4.1

I recommend trying with v.3.4.0.13 or a later master hash 911fa50e7d19ea03629523bac952af5dc1b18453, I had luck making a build with around the part of the code last year. If you can get it to work then I would try v.3.4.0.16 which is the latest tag.
#54
Hello, I'm trying to make a build with the Mac port again and I forgot all the steps. I ran into an issue with patching allegro:

cd OSX/buildlibs
make

I get the error:
"patch: **** malformed patch at line 1874: diff --git a/src/ios/idrivers.c b/src/ios/idrivers.c"

When I look in OSX/buildlibs/build/allegro-4.4.2/src, there is no "ios" directory. I also looked at the allegro source and the tag "4.4.2" and there was no "ios" directory.

I see a comment from Nick in the Makefile:
"# - to update patch: git diff 4.4.2..osx-update > ../ags/OSX/patches/allegro-4.4.2.patch"

Is there a step I am missing?
#55
Quote from: Crimson Wizard on Wed 06/09/2017 09:48:55
Quote from: Edmundito on Wed 06/09/2017 06:20:29
Hello, I had an issue with the OpenGL driver that may be worth investigating. I had some of the unusual conditions.
<...>
If you would like more info, please feel free to DM me here or find me in the AGS discord.

I do not even know what I can do with this information. How am I supposed to investigate that, I am clueless.

Me neither. Would it help to have get a copy of the game to run any graphical performance monitoring?
#56
Hello, I had an issue with the OpenGL driver that may be worth investigating. I had some of the unusual conditions.

- I was testing a graphically intense game for the usual AGS standard: 60fps, 640x480, occasional full screen animation effects, The game was running in windowed mode.
- I was running on a Windows VM inside a mac laptop (using Parallels desktop), keep in mind that I've been playing AGS games this way for the past 5 years without any problems.
- Laptop is about 6 years old, AMD Radeon HD 6750M graphics processor with 512MB of GDDR5

The graphics "card" burned out. This could be coincidental as the laptop was old, but this was the first time I was playing a game with the OpenGL driver.

If you would like more info, please feel free to DM me here or find me in the AGS discord.
#57
Hey everyone, thanks for all the feedback! I finally got around to supporting many features found in 3.3.0 and 3.4.0. This is the first major release since the release of 2.0.0!

More details can be round in the release notes:
https://github.com/edmundito/ags-tween/releases/tag/v2.1.0

And yeah, it fixes the TweenViewport bug!
#58
Hi .M.M, thanks for posting. You're right, there is a bug with TweenViewport in 2.0.x and I should have released a patch sooner.

Basically, it's Tweening the X part of the viewport with the Y value. In the meantime, you can open the Tween.asc file and find the line:

Code: ags
else if (this.Type == _eTweenViewport) {


And then modify the next lines to look correct. Here is the change that I made that has not been released:

https://github.com/edmundito/ags-tween/commit/99c36adc60f10a793c49115467ee088de514791e?diff=split

If you're not familiar with Github, red means old, and Green means new, the stronger highlights within the lines indicate exactly what I changed.
#59
AGS Engine & Editor Releases / Re: AGS 3.4.0
Sat 22/10/2016 19:47:11
Found a documentation mistake for Character and Object LightLevel while implementing new Tweens. Here's an example for the Character doc, but the Object is also the same:

Quote
SetLightLevel (character)
void Character.SetLightLevel(int light_level)

Sets individual light level for this character.
The light level is from -100 to 100.

In 8-bit games you cannot use positive light level for brightening effect, but you may still use negative values to produce darkening effect.

To disable character lighting and tinting effects, call SetLightLevel with parameter light_level 0.

NOTE: Setting a light level will disable any RGB tint set for the character.

NOTE: Character's individual light level OVERRIDES both ambient light level and local region light level.

Example:

cEgo.LightLevel = 100;

This will give character EGO maximal individual brightness.
Compatibility: Supported by AGS 3.4.0 and later versions.

Note that the example implies that the usage is:
Code: ags
cEgo.LightLevel = 100;


But in reality, this will cause an error. The correct way of doing this is:
Code: ags
cEgo.SetLightLevel(100);


I am also surprised that:
1. There is no way to get the light level for character or object, but you can for region.
2. The API for character and object light level do not match region (which is region[ x ].LightLevel = y; and int regionLightLevel = region[ x ].LightLevel;)
#60
I got the same problem while playing another game:

Quote
An internal error has occurred. Please note down the following information.
If the problem persists, post the details on the AGS Technical Forum.
(ACI version 3.4.0.12)

Error: Save game directory overflow

I can also confirm that the game has an autosave and it's using the standard save GUI, not a custom one. The autosave is saved in slot is 99.
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