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Messages - eri0o

#141
Quote from: ThreeOhFour on Wed 04/12/2024 00:21:26
QuoteIf I remember correctly this warning is only emitted when running in debug mode (I don't remember if only when run from editor too or not).

I asked some testers to give me the details of their warnings.log file and it was present there, so it seems to be generated from compiled versions as well as when run from the editor.

What I meant as debug was actually the setting in general settings.

Spoiler
[close]
#142




I had this idea of having custom properties available right in the property grid. The custom properties entry still has the same three dots editor, where new properties can be created and all the schema can be adjusted, but it would show the property right there in the property grid instead.

I made a minimal implementation of the idea in a branch in my ags repo.

I only added support for it in room objects. This is mostly to get an idea if this is a good idea or a bad idea. And also to adjust its design, perhaps it should work in some other way - the custom properties in a different page, or somehow they appear at top level, idnk.

Additional details: they are simply strings for now, so they are not aware of the type in the schema. I also made the experiment in ags3, but I guess this should actually be in ags4, where arrays are a thing, but I don't know how this would work with arrays.

Spoiler
references

codes I found searching on google and used as basis for the idea.


Btw, I will probably not invest time in this soon, I should probably get back to documenting 3.6.2 and moving it closer to release. But people usually take a loooong time to give feedback here in the forums anyway.
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#143
If I remember correctly this warning is only emitted when running in debug mode (I don't remember if only when run from editor too or not).

There's no AGS event that runs right before AGS closes as far as I remember. So I am not so sure on the usefulness of this particular warning..

I also think they exist since a long time ago - I remember them when I used AGS for the first time in 2017 - and I think they are just maintained until someone decides to re-evaluate and change them.
#144
@Vincent hey, I noticed the web game wasn't updated in the game page. Did something else happen wrong?
#145
What resolution is your game? Can you give a link to the game Erica, possibly if you have a print or video of this scene?
#146
It's in other directory, it will be saved if you either changed using winsetup or if you changed using System.Window and then used System.SaveConfigToFile

https://adventuregamestudio.github.io/ags-manual/System.html#systemwindowed
https://adventuregamestudio.github.io/ags-manual/System.html#systemsaveconfigtofile

If it's not any of the above I would suggest running it through command line and logging the engine output to see if it's receiving the right config or not and if it's getting the right config and failing to make it windowed - but I really would need to eliminate all previous possibilities before going down that path.
#147
https://adventuregamestudio.github.io/ags-manual/EngineConfigFile.html#configuration-file-locations

Here, as I mentioned, if you ever saved it, it's there in the Saved Games dir.

I am confused, you previously said that you set in the Default Setup and now you mentioned it's set in the other place.


Are you using System.Window = true in your code at game_start ?
#148
If you ever used winsetup, it will save the config in the Saved Games dir of your game and those have priority over the default setup.

The AGS games have a command line interface that has --tell flags that can be used to trace what config comes from where but it merges the user config on top of the default setup config and this is what sets the config in summary.
#149
Testing game has the windowed set different, in the Editor Preferences

See https://adventuregamestudio.github.io/ags-manual/EditorPreferences.html#test-game

I believe this was done a long time ago simply because people used to test games as windowed and release them full screen.
#150
There are more themes here https://github.com/adventuregamestudio/ags-themes (to download click the green button and then download or here master.zip).

The classic ones are meant to work with AGS 3.4.2 and forward and the modern ones work with 3.6.0.36 and forward.

Spoiler
I don't remember why themes weren't distributed directly with the editor beyond being linked in every editor release thread in the forums. I guess exactly to motivate others to create their own themes. But now that we have a few, perhaps they could be included in the archive and in the installer?
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#151
1. AGS doesn't auto update. Yes, you go to the forum topic with latest release and get it from there.

2. It depends, ags3 is forever backwards compatible, ags4 you will need to put a little effort to use newer APIs if your project is using APIs from before AGS 3.6.

3. The installer only updates minor versions (patches), for major versions it will install in a new directory in program files - by default.

---

I do have a tool that can be used as an any AGS version and project launcher, called AGS toolbox .
#152
Quote from: eri0o on Thu 31/12/2020 01:45:45Ah, a problem I have not figured with the FAQ is having the questions have anchors in some way so a Table of Contents could be available in the to navigate questions. Perhaps the whole questions could be titles themselves.

I still haven't figured this.

Been thinking about  the teleport question asked here, I think first time I heard (or read) it put as teleport was in RPG Maker 2000 (I don't remember how Klik&Play called this). Anyway, need to think on a short way to put this, because it looks like something that could exist in the FAQ.

#153
You would use the ChangeRoom function, it is documented in the ags manual here.



The essentials is you select a type of interactions - say it's the "interacts". Then you click in the three dots button ("...") in the property grid once the orb is selected, which in the default room is done using hotspots.

Then in the room script that opens you just put the change room affecting the player character.



When running this means it would teleport by using the hand cursor from the sierra template. Of course this is all very simple, you may add some animation in some object that plays to show something, shake the screen before or whatever to make it more dramatic if desired.
#154
Thank you @AGA !!! That is very helpful! :)
#155
AGS doesn't have a difference between those, if you make the game 60fps by using SetGameSpeed(60), it will also be using 60 ticks.
#157
Also the above code won't compile because it's parentheses are unbalanced.
#158
I opened a topic in the forums in case we want to have something like this in the Editor itself

I believe the amount of code is relatively small but the issue is more about designing the feature. I think neither Godot or Gamemaker have this in themselves so I used as basis my own previous Game Engine for the proposal. But I would need other game devs input to see how they would imagine such feature and for people to pick problems and edge cases in my proposal.


#159
[shadow=black,right]Open in browser button[/shadow]

motivation

The web builds from the engine produce an index.html file that has to request the necessary files for running the ags game, including the web build of the engine that is the ags.wasm file. All of these files have to be requested in a way that requires the files to be served from a server, including also safety requirements in modern web browsers. In this way, it's not possible to double-click the index.html file produced by the engine to load it in the browser.

idea

Come up with some way to serve the web files built files from the Editor. My idea is to add an entry in the build menu, right after Run without debugger entry that is Run in Web Browser. It may optionally also have an icon for this in the toolbar.

I imagine the menu entry and toolbar icon would only be enable if both: building for web is enabled in general settings and the last successful build included the web build.

problems

  • Need to come up with a good icon that fits the existing ones and conveys the idea of running in a web browser.
  • I don't know how to properly enable disable the button in the mentioned conditions - looking at AGS Editor code I don't see if such events already exist or not
  • Should it have an entry in the status bar showing the web server as active or not? And possibly a way to turn it off from there?
  • Clicking the button could load a browser pointing to localhost:8000 too, but closing it wouldn't stop the server unless we modify the index.html to throw some call to the server on close

limitations

These are not exactly problems, but constraints from implementing this in the editor. If put in an external tool like my AGS Toolbox, it could be easier to support these stuff.

  • The .NET only supports serving to localhost without requiring complex netsh calls, so this means one can only open a browser in the PC that has AGS Editor in this test - the python implementation could serve to 0.0.0.0 which serves public across the local network, so it's easy to test on a phone. It will never be possible to support this in the Editor afaict
  • Serving games that are not the project itself being built will not be supported

additional context

I have actually implemented this idea in a previous Game Engine Editor I made:

https://github.com/ericoporto/fgmk/blob/master/fgmk/game_server.py
The game server is linked above

The close of the tab in the browser stopping the server was implemented like this
https://github.com/ericoporto/fgmkJsEngine/blob/b40a1a173d2b4d3b8a0f25caeebe322e3b8703bc/src/bootstrap.js#L24

When the tab closed, it requested an invalid file called exit.json, and then the server would filter for this specifically and then stop it's thread when this was requested.

implementation

To make this easier to iterate on in C#, Winforms and .NET without going through building the entire AGS Editor I made a minimal prototype

MinimalWebServer.zip

This proposal was motivated by the thread in the forums here, I really would like to tackle but I need helping imagining the design of this, even if it's through drawings in paint and comments from other game developers.
#160
I just tried in itch and it really has to be a zip file.



after the upload, there is a check box that says "This file will be played in the browser", it has to be checked for the zip file that contains the web build. It will be automatically hidden from downloads too in the game website in itch.

My suggestion would be the person uploads both files as zip, and also use a naming scheme like game_name_PLATFORM.zip, so it would be like rust_n_dust_windows.zip and rust_n_dust_web.zip. This also makes things easier for them when using the dashboard, as the file name are the only information available when one is tagging what the file is on the itch pane.

Ah, after this is working, the web game frame and small details can be set if one scroll the dashboard down, in the embed options section



(I understood you don't have an itch account, just mentioning in case you want to forward this message)
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