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Messages - eri0o

#221
You can hide very long code using the spoiler to make it easier to navigate the forums. I will be able to look into more detail only later. :/
#222
uhm, only because something has a number in the script name doesn't mean it will go in such order. You can instead make your own array. If you want to auto-fill such array based on the script name numbers, then you can use something like string format.

Code: ags
#define MAX_PIECES 12

Object* oT[MAX_PIECES];
Object* oP[MAX_PIECES];
InventoryItem* iTrinket[MAX_PIECES];

function room_AfterFadeIn()
{
  for(int i=0; i<MAX_PIECES; i++)
  {
    oT[i] = Object.GetByName(String.Format("oT%d", i));
    oP[i] = Object.GetByName(String.Format("oP%d", i));
    iTrinket[i] = InventoryItem.GetByName(String.Format("iTrinket%d", i));
  }
}
#223
All those repeat for comments, this doesn't look very useful, can you check if they really repeat or paste the full code somewhere?
#224
https://adventuregamestudio.github.io/ags-manual/Screen.html#screenscreentoroompoint

Screen directly has a ScreenToRoomPoint which you should use. Note AGS supports multiple cameras and multiple viewports - for something like split screen and similar.

I think your approach only works if the viewport is only one and it covers the entire screen.
#225
The sprite shouldn't matter, can't you share the project?
#226
New AGS Toolbox 0.5.3 release, fixes not finding already installed 3.6.2 AGS Editor
#228
Hi Lorenzo! Thanks!! In theory the performance shouldn't be much different because it's based on Overlays and not on rawpixel drawing. I wanted to make the demo high res to be more interesting but I couldn't find fun pre-made assets that were high res so I kept at the default stuff for now. I will see if I can find something again for background and character that still looks interesting.
#229
Hey, does anyone have this module still? I need it for reasons.
#230
There's a config in default setup in the Editor in the Touch section I believe, there you can configure how you want to handle mouse emulation.

https://adventuregamestudio.github.io/ags-manual/DefaultSetup.html#touch

Other than this you can just come up with a different interface that works better for one click and use that instead - it depends how your game works but it may be easier to use. Say, all things do only one thing and when there's a need for more options you show a menu with the two or more choices - similar to verbcoin interface but more tailored for your game.
#231
Oh, right, didn't even saw that. Don't use chatgpt with AGS people, it has no idea what it does.

Ah, also if the whole GUI is still not enough, you can use a slider to vary the position of the label in the GUI to make a scroll - very old trick in ags book, works great.
#232
For reference if someone finds this on Google later, breaking of lines in string is supported in ags4 using the new compiler.

Now, about the problem of not showing in the Label, my guess is it's due to it's size not being large enough. Is it set to the same size of the GUI you have?
#233
I think it would be easier to disable this behavior and handle it manually, then they become visible or invisible however you want to handle.
#234
Can you link the game binaries of Murder In A Wheel?
#235
Uhm,

Without playing with the code but guessing a bit...

It looks like you have memory of at most 1 action, so if you can overwhelm your memory of 1 it could cause the behavior of the card getting stuck.

The issue of the edge case that causes the card to pop up and down and the previous issue also seems to be an issue of having the behavior and the presentation being mapped on top of the same thing - the object both is how you show things on screen and how you detect things are clicked. When things are moving, this may not be a good idea, it may make more sense to look at the same region of the screen and then execute the behavior - you could use like a hotspot (or 99 transparent stationary object) to detect clicks and mouse over and then animate the other thing.
#236
right. Need to test that, haven't yet. That would make it work fine and avoid manual stuff on the hands of the module user, which is always a plus.

My idea is some fades would be delayed, so for the scroll it would screenshot (room layer only), and hold it on the screen, and then when the next room loads, it screenshots it again, and then it can do the scroll one out and the other in, using blocking to avoid things moving in between - still need to figure some little details to have all of this working fine using the room events.

Code: ags
eEventEnterRoomBeforeFadein
        called just before the room's 'Enter Before Fade-in' event occurs
        DATA = new room number
eEventEnterRoomAfterFadein
        called just before the room's 'Enter After Fade-in' event occurs
        DATA = room number
eEventLeaveRoom
        called just after the room's 'Player Leaves Room' event occurs, before the fade-out
        DATA = room number they are leaving
eEventLeaveRoomAfterFadeout
        called when leaving a room, right after fade-out, but while room is still in memory
        DATA = room number they are leaving

for now did a few experiments using the event handlers in room and using only the manual TransitionFX.FadeOut() and TransitionFX.FadeIn() APIs, and haven't yet figured how the Auto transition would work - and I guess for the scrolling stuff the manual way would be the proper approach, but I wanted to have the Auto option for possible other screen transition effects that would require less manual operation.
#237
Hey, since the 3.6.2 version in beta there's some nice way to screenshot the screen without including GUIs or the mouse cursor. I started to sketch some module for custom screen transitions. The idea in general is to set the in-engine fade type to instant and then use the custom module to manage things.

It would then have a very simple API.

Code: ags
 enum TFXStyle {
  eTFX_FadeBlack,
  eTFX_FadeWhite,
  eTFX_ScrollLeft,
  eTFX_ScrollRight,
  eTFX_ScrollBottom,
  eTFX_ScrollTop
};

managed builtin struct TransitionFX {
  
  import static attribute TFXStyle Style;
  
  import static attribute bool Auto;
  
  import static void FadeOut();
  
  import static void FadeIn();
  
}

Still need to figure how to actually run the transition, because the Overlays get killed on room change, I think I will need to take a GUI to be able to have where to draw things, possibly with a few buttons to be able to make the drawing faster.

The main motivation for me is because I really like the first Zelda room transition that slide to the side you go to the screen. The other thing is I want to be able to set the time (haven't figured the API) for the transition to run to be able to give different feelings depending on the game scene.

Anyway, just wanted to talk a bit about screen transitions and see if people have other ideas about it.
#238
Hi CW, the issue that I mentioned about being confusing maybe I can fix if I use the USE_SIMPLE_GFX_INIT, I have reread the code so maybe I will look into that - is something specific for non-desktop plataforms.
#239
It would be useful if you have some AGS 3.5.1 project that exhibits this problem when upgrading to 3.6.X so that it would be possible to find and fix such issue if you still have such projects around.
#240
Perhaps it's using the native game resolution as the dimension to restrict the mouse?

The video code that figures the exclusive fullscreen video resolutions is a bit confusing.
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