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Messages - eri0o

#21
One thing I would like is to be able to pass a volume right when using Play, and have that volume be a percentage that gets multiplied by whatever is the volume type percentage - so I could have a slider for the sounds per type in a menu.
#22
I don't know why this in particular wouldn't work but I would like to note that iTextureDim is already a constant there that AGS fills with the dimension in pixels as float of the texture of the thing you are attaching the shader to.
#23
Any chance somehow the exe and running from the Editor somehow makes it run with a different graphics driver? I think ctrl+v can show the graphics driver at runtime but it also can show it in the log - like, a glsl shader only works with OpenGL driver, hlsl has to be prebuilt and will only work with Directx9 and the software driver doesn't support any shader at all.
#24
I think I can add these as comments in a new PR but I want to wait the ui to update to see if it really appears on it before trying anything. :)
#25
Hey, resurrecting this thread to tell anyone who finds it on Google that a .gitignore has been merged in GitHub here so it should make into their UI soon when creating new repositories.  8-)



(It will take sometime to get into there, it has just been merged)
#26
Ok, it is not pretty but I made my first shader

Code: ags
uniform float iTime;
uniform int iGameFrame;
uniform sampler2D iTexture;
uniform vec2 iTextureDim;
uniform float iAlpha;

varying vec2 vTexCoord;


void main()
{
    // this is both direction and speed, should be lower than 1.
    vec2 dir = vec2(0.15, 0.05);

    // width and height of the texture
    vec2 wh = iTextureDim;
    vec2 uv = vTexCoord;
    vec2 scroll = mod(uv * wh + dir * iTime * wh, wh);
    vec2 uv_1 = vec2 (scroll.x / wh.x , scroll.y / wh.y);
    vec4 color = texture2D(iTexture, uv_1);
    gl_FragColor = color;
}

The idea here is to have the texture be continuous scrolling to some direction.



Then you can use like two overlays for a message box, one that has the shader has the infinite scrolling background and the other on top has the text with frames and a transparent background. I like this for puzzle games UIs.
#27
These backgrounds are generated and not drawn, right?
#28
Quote from: Snarky on Wed 21/05/2025 15:52:56Complete rejection is a position that renders itself irrelevant; people are just going to tune you out.

That's false, you can reject and carry on as usual, people are going to buy your game even if you didn't use A.I.
#29
Cool! I think with that I could do the texture copy, and then try to do texture tiled scrolling (this one I can do already, makes for some cool menu backgrounds), and then try affine transform - with the overlays I got my mode7 module to be quite fast, except for the ground which still requires lots of drawing surface manipulation to achieve it, but I wanted to see if I could do something with shaders instead - I think I can also hack this with having only a single Overlay that has the right texture and is resized to be screen size or something, but I am not sure yet.
#30
Hey, I wanted to play with this and had some ideas, but currently the only texture a shader instance can have access to, is the one it is attached to. I think this is due to how AGS works that it works with sprites, which may or may not have a texture associated.

I actually meant to try the simplest shader which I could think which would sample a texture and then use this as information to modify a the texture of the object the shader instance is attached to - my first idea would be to blatantly replace the pixels from one by the other and then work from there in other ideas.

Basically object oAaa with the image



And object oBbb with the image



And then just wanted to use a shader to replace pixels from oBbb with the ones from oAaa - this would be just a test and then I would this to test possibilities.

Essentially the objects would look like this



And then after using a shader on the object at the right it should look like this

#31
I will need to find some time to play with this but I think my blunt of clause should work.
#32
Uhm, I think then it could be if MaxTextWidth is infinite then it uses TextWidth, otherwise it uses MaxTextWidth.
#33
I think that's fine since the width is adjusted before when it calculates the word wrapping.

@Akril15 , from your code I don't understand what you are trying to do, afaict if you don't maintain a global dynamic sprite and overlay I can't understand how they would show on screen.
#34
@lorenzo thanks for the drawing!!! I loved it and showed it around (Zaira loved it!  :-D). I will print it once my new printer arrives. :)

I haven't been able to capture as much sound as I hoped, work has been taking a ton of my time lately, and I have been using the little free time to be with my little one. I think I will be able to slow down a bit for now and hope I can get more stuff.

In the not outside of home I did find time to mod a gameboy - I did had to "carve" the plastic case to fit the screen and for lack of tools had to use a sharpening file normally used with my gardening hoe, so it got some not so nice scratches in the transparent shell. I learned that apparently you are supposed to use it with actually compatible new shells so I got one and hope to use it to mod another gameboy when I find the time. The cool thing is this is something I can do during the night when I'm too exhausted for mental work but also don't intend on going out since it's when everyone is sleeping.
#35
For text alignment changes you need two things

- specify the alignment in FancyConfig
- have non-infinite width

When you use DrawFancyString, you will need to pass the width parameter. I think you also need to pass the fancyconfig there since the width parameter for that function is at right.
#36
There is a way to use SetPosition of sorts, in the web, the website has to be fullscreen and then you have to set relative mode in the mouse, then you can use SetPosition, but it doesn't work in mobile, and I think it doesn't work in Safari either - or it has some bug there. If the user exits fullscreen - by using either Esc or any other way, then it will also unlock the mouse.

Overall I really recommend not relying on it for the web. I tried some hacks because I really wanted to use it - I use it to fake infinite mouse mode for my FPS games. But it seems the browser really have this with a ton of issues since they really want to protect the user from an evil website that could force you to click something.
#37
Are you doing this by restricting mouse position? This doesn't work in the web - imagine a website captures your mouse and forced it to click in something you don't want.
#38
 I think the clone option was removed in ags4 from the graphic overlay create method. If you were using it before you now have to manage keeping the dynamic sprite for the same lifetime as needed for the overlay while it is using it.
#39
Great work with this new site! It's very impressive!!!

I noticed an issue in the forums, when I go to the Completed Games Announcement thread, if I click the three dots for showing more pages and then click the page 6, I get the following error, "The topic or board you are looking for appears to be either missing or off limits to you.".
#40

the setup I used in the place it recorded

Hi everyone, I just wanted to write here about a new hobby that I just got into. I have been involved in a few projects recently at work that requires me to spend a lot less time in the operational areas I used to be in, and a lot more time on the computer, in meetings, reading, and writing a lot.

Since I am now sitting in front of the computer a lot during the day, this means it has been a little hard to keep myself on a computer after work to do the other things I enjoy (like AGS!). As I get older, sitting a lot makes my back unhappy. I also have been thinking a lot that I need to get out of the house more - and I live in a place that has a lot of nature around too.

When I made I Rented a Boat and Don't Give Up the Cat, I spent some time in both games adding some environmental sounds. I like the result I achieved, but both times I had a little trouble finding exactly what I wanted for these sounds, there weren't a lot of royalty-free resources that also felt how I wanted.

I recently also tried to make another game similar to these two, its temporary nickname was Sandwalker, but I failed. One of the things that I made hard for myself in this game was the sound design. Since it was in a desert, I noticed there weren't a lot of sounds there that were interesting for me - it seems deserts are great for amplifying the sound of things you are carrying, but not much beyond this, even the animals don't produce much sound there. So I canned the project.


the sandwalker prototype.

I want though to create new small games in the natural environment that makes me happy, with a very green forest and a big ocean around it - it's just what is around my home, so it's also what I know too. So I started again to experiment with this.

But when I tried again to design an interesting map I found myself failing at finding the sounds that I wanted. So it got on me, that I should just capture the sounds myself! I knew I couldn't just use my phone, for whatever reason it doesn't like environment sounds too much, I tried to capture sound waves before with it and they just didn't end up sounding right. So I started to read online and discovered there is even a name for this thing I wanted to do, "field recording", and started devouring a few niche sites about it.

In the end, I noticed the sky was the limit spending wise in different hardware available. So I looked in different places, including some local stores from where I live, and started to track gear down in a notepad to assemble a starter kit. I ended up with the list below, as something that would not break the bank and also that I could get quickly so I could just try on the next weekend.

  • Tascam DR-05X is a handheld recorder that uses a 3.5mm TRS connector for an external microphone.
  • Tourmate Hard Case for DR-05X, helps me transport things in a compact Case
  • 4 Toshiba rechargeable batteries, it's the same battery type I use around the house for Gameboys and remotes.
  • Ulanzi Mt-16, a small and portable tripod
  • Sennheiser MKE 200, a small and portable microphone (It also comes with a windshield!)
  • Windshield for the Tascam DR-05X microphones, the cheapest I found
  • sony mdr xb55ap, earbuds for listening directly from the Tascam DR-05X
  • 1 64 GB Sandisk micro SD card

I ended up buying all through the internet - even in local stores - as I noticed the estimated delivery times were all reasonably short. The last thing to arrive was the micro SD card, and none of the micro SD cards I had at home were working in the DR-05X recorder - got the dreaded Invalid Card error no matter what I did. I also discovered that the DR-05X doesn't output any sound if there is no micro SD card, even when not recording. Of course, the micro SD card only arrived late Friday afternoon.

This Saturday morning, I woke up really (really) early and went to give a shot at one of the nearby beaches. And I forgot my earbuds, so I sat and recorded the waves and also walked around a recorded a few birds, having no idea if I was doing anything right and fiddling with the levels reading the graphics in the recorder screen until it didn't hit peak. As I got home it was a long day filled with other things, but now I get to sit down and listen as I write this. So, I didn't correctly select the input of the right mic in a few recordings, and some other stuff didn't sound too well, but at least some waves got more or less alright - although, a lot of birds ended up in the recording too.

There was one recording where I got the level config somewhat better than the others, I loaded up that one on Audacity, added a small fade in and fade out at start and end, and exported it to an Ogg file that I think is game (and AGS) ready. You can listen it here!

I think I will need to wake up very early for some time now to get the sounds - its a window where there are no other people around to make sounds that I don't want and that I also don't have to be doing something else, since everyone else is sleeping yet.


That's all for now, thanks for reading!
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