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Messages - eri0o

#121
That is expected, the way it works is you have to disable the textbox you don't want to capture input and enable the ones you want to capture. There isn't anything like focus or selected state in GUI controls.
#122
Please,

  • tell us the AGS version
  • Give us a download link for the sound file
#123
It can do in ags4.

It's not in ags3.
#124
Other possibility would be a context menu, but it may be harder to find it when starting out.



About dragging and drop it would be nice if it works but discoverability will be low since we don't support many dragging and drop interactions as far as I remember. Not sure there are many other opportunities, it would be nice if we could figure a list of possible drag and drop operations.
#125
So I really would like to have a button on the room editor so one can just click and put the player character somewhere there - like it is done in rpg maker.



I feel it would just be easier, specially when testing. This is other thing, a run button that means "Run this room", AGS has a command line argument for this already to set the starting room.
#126
I realized I already applied this fix but I just didn't made a new release, I will look into releasing it on the weekend.
#127
Hey, if you put the lighting strike in an Overlay, you can change it's color with tint or at least fade it's transparency - I don't remember if tween module has an ags4 version that supports these things, if it does it will be easy, if it doesn't it will require a bit more of code. @edmundito ?
#128
You kidding? This is all super interesting conversation. I am super happy both reading and writing, I don't know how to convey my face when writing  (laugh) .

But I would still use CustomProperties as you did because I think it's cleaner - plus it will be even better right in the property grid soon  8-) . What I meant is I would internally populate it from the custom property. I will see if I can come up with a minor refactor for this but probably only tomorrow morning for you which will be during midnight for me  :-D
#129
I just agree with CW because in my head I try to run the code and the while loop will take a while for me to grasp it and the min I can look and get the result in a single go. Like, in my head.

Spoiler
If used the while it would be solely for the purpose of also doing some graphical feedback - and that while would then have like a wait there. But even then I think a single go is better because I can then not couple the logic with the animation timing. But overall the more interesting aspect of this is how different people perceive code differently.

Seeing this code I would refactor for something completely different, I don't have time right now, but in my head I have like an intermediary managed struct per entity with all things necessary and it's this intermediary managed struct that I would pass around to account for the lack of generics, it would be a bit verbose but I would try to repeat myself a lot only where logic is simple - something that sets this managed struct and something that gets from it and sets the things back, and then take my time polishing the intermediate code that does the animation - things that are visual require/can have pretty much infinite tweaking. So I would make so that changing any code that modify actual visuals as easy as possible.
[close]
#130
Made a PR here https://github.com/adventuregamestudio/ags/pull/2604

It's not working yet if the value of the property matches the default value.
#131
Thanks! OK, I think I will be able to put a PR of this for review and it should be like around 200 lines of code.

The only annoying part is I think I need to grep for all CustomProperties property in each thing and add the annotation below to make it work.

Code: c#
 [TypeConverter(typeof(ExpandableObjectConverter))]

Otherwise it doesn't show the thing to make them expandable. I also haven't figured any way to make it load already expanded.

Edit: oh, I think if I put this annotation in the CustomProperties class I don't need to put this everywhere! I wonder if I can do the same for the Editor annotation and remove that from everyone.
#132
Small question on that approach, does C# use references or does it copy stuff? Like, if the Schema changed, do I need to set the schema again to CustomPropertyDescriptor or it only has a reference, so it is directly pointing to the right thing anyway?
#133
Hopefully you mean a false positive report.

About the game, I think I played an old game from you already with the same character? Is this a continuation? Edit: holy shit, I played all your old games. Ha!! A long time ago, I didn't remember the username. I am excited, I am not at home, I will play when I am back.
#134
So, since Google deleted my Android developer account along with all my Apps for an error they made I haven't had fuel to look much into Android lately. This was something that made me sad and I felt very powerless about having all just deleted without recourse and have their support answer that once they understood their error there wasn't anything they could do and I would have to create a new account with a new email - I can't use my own email since it can't be tied to a dev account anymore...


Anyway, I got a message today from elsewhere that gave me a link to some interesting (old) news for Android development

https://commonsware.com/blog/2021/11/06/about-environment-undeprecations.html

It seems this slipped under my radar at the time but I thought we would have to at some point remake the AGS Player app because of the changes of the file system they were making, but afair it kept working. It seems they changed course and undeprecated some storage things there.
#135
Quote from: Crimson Wizard on Wed 04/12/2024 11:14:00
Quote from: eri0o on Wed 04/12/2024 10:27:29Right, the issue is mainly the game owns the properties schema, and not the custom properties, so I don't know yet how connect these things. More an ownership problem. If the custom properties owned their schema I would have an easier time propagating them upwards. Or if the custom property itself had a "Type" property in itself - it only has value and name.

First thing that comes to mind is for CustomPropertyDescriptor class to have a static property that links to the Schema, which will be assigned by the editor on init. Similar to how editors and lists of values are assigned to some type converters and property editor attributes.

That is a really good idea!!! I would never thought about this, that would work, yes.
#136
[Mod note: This thread was split off from I started a devlog]

Hey, you should definitely throw an update here as I didn't knew you were still writing them. Anyway, I only read the screenshot of the editor code in the last one, and I don't understand the while clause there, because there's no wait and you aren't animating each 1 take/give of energy, if you don't plan to do it this way, then you can just calculate the amount to take and take in one go instead of using while.

Ah, since you are using ags4, which we haven't formally made a proper manual yet, I think these are two texts that may be useful about the new compiler

https://github.com/adventuregamestudio/ags/wiki/New-compiler%27s-end-user-cheat-sheet

https://github.com/adventuregamestudio/ags/wiki/Features-of-the-new-Script-Compiler
#137
Sending the reports to the anti virus makers is the best thing one can do, I used to check and do this for every version of AGS when I used to submit it to chocolatey package manager - I stopped when I stopped using chocolatey and switched to my own tool for installing AGS.

Another thing is for Windows Defender itself, I believe the website itself plays a role, some websites have higher reputation than others and files downloaded from them have less chance of being flagged. Additionally this works different from other places - if you make a commercial game and distribute it through Steam, it's much harder for this to happen.

Unfortunately Windows process for sending false positive reports is much less transparent nowadays than it was before. Still, I think it is worth it. You may need to note down your Windows Defender update version from it in the settings menu and tell this when submitting the report and a version of it in the cloud will try to run it to reproduce this false positive - in my experience it never triggers it in the cloud.
#138
Right, the issue is mainly the game owns the properties schema, and not the custom properties, so I don't know yet how connect these things. More an ownership problem. If the custom properties owned their schema I would have an easier time propagating them upwards. Or if the custom property itself had a "Type" property in itself - it only has value and name. I also am again navigating the issue of all this being in AGS.Types... So plugin compatibility and stuff. But this seems alright, since it's just new things. And the code so far is not very much stuff.

About the code generation, that looks doable, I guess it would hide the get/set property calls behind the scenes more for an usability perspective. It would just need to know both the type of the property and if the thing being extended is an instance (room object) or it's an static extension (the room itself).

Also....

Spoiler


Since custom properties allow spaces I am once again fighting the fight for PascalCase auto-coversion....
[close]
#139
I would use the global variables pane too.

Also name your objects in the editor and use them by name. The usual thing in ags is to name room objects starting with the low case letter o. Inventories in AGS are also normally named with lower case letter i.
#140
Uhm, sorry, I think I am mixing the global variables pane with the custom properties pane in my head. :/

Overall the good part here is it is much easier to set values to the properties - they are right there. I was doing some maintenance on my rellax module that uses custom properties when I had the idea. Unfortunately the thought made me forget what I was doing in the rellax code, I will need to progress there some other time.
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