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Messages - eri0o

#2441
Importing Sprites is really fast, so they are probably getting imported fine. For the 10 seconds, I guess you are not using an SSD, so I/O operations just have to take their time.

BMP is just a map where each pixel is represented in a matrix, a number of times for the number of channels. There is no compression. So unless your png changed size in pixels, the converted bmp will have the same size in bytes.
#2442
I can give you an apk to test tonight if you want, then we can try to narrow down. I would basically remove all game audio to see if that's what's causing the errors.

Edit: I updated the app on Play Store and audio should not cause crashes anymore and cracklings should have been avoided now. Oh and I saw that you pointed about seeing the cursor, but I meant to leave the cursor on screen.
#2443
What's your phone? I have MotoX2, Moto Z, Asus Zenphone Laser, and Samsung Galaxy Note 9. It's not crashing for me in any of those. I am using my own build from the 3.5.0.14 and it worked. A person tested on a Zenphone 5 and the update from ASUS had to be installed for it to work. If you have time, I can send you some APK s so we can test some ideas.
#2444
Hey CW!

I created a ticket here -> https://github.com/adventuregamestudio/ags/issues/867

Unfortunately, I don't get a crash window like I normally get with other AGS errors on the editor, and instead get a weird floating black pop up window.
#2445
Just a note that Atom actually has an AGS Script plugin.

https://atom.io/packages/language-ags-script

Also, I don't recommend having the same file open on both, with me, this causes AGS to crash.
#2446
I did some tests with the latest AGS engine on both Windows 10 1803 and 1903 and for me the problem is gone.
#2447
If you are using Sierra style dialog, the speech y position tries to avoid GUIs that are on screen. If you have a large top bar, that could cause the textbox to have y position dislocated.
#2448
Can't you like double the frames in the view (except frame 0) and use movement linked to animation?

You want to reduce the pixels per frame step for the scroll to be as good as the gliding, this is the only compromise that's quick to do I can imagine.
#2449

Investigate the death of a mysterious woman in this short point and click game. Made for Adventure Jam 2019!

with


Francisco Gonzalez as Detective Logan
Miranda Gauvin as Emily Feliz
Mike Bodie as Lawson Aris
Sally Beaumont as MJ
Space Quest Historian as Wyatt
Paul Thomas as Remington Noe
Dave Macclellan as Jazz
and
Dave Gilbert as Roger


Written and Coded by Érico Porto
Art by Ricardo Juchem
Cover Art by Melany Sue
Sound Design by Edwyn Tiong
Music by Jon Paul Sapsford
Script Revision by Joth

Special thanks to Morgan Willcock who provided insights and revised my writing,
Crimson Wizard for the great latest ags beta,
and to Zaira, who kept me alive during the course of the jam.

     

#2450
I really liked all tales from the outer zone games, they feel like an interesting game series, I am curious if at some point you will group them in a single big one like Tales From the Outer Zone Season 1.  8-)
#2451
The graphics are amazing  :shocked: ! I liked the graphics of posters and diplomas on the wall being almost readable, I want to click on them to zoom and have a good idea what they are already.

This is awesome.  :)
#2452
Use pngs instead of gif, and have each 100 on a different folder (in ags sprite viewer). Create a view and use it to animate.

I think videos in AGS use system codecs (which should be fine on win10), but there is a specific video format that ags supports anywhere - usually Khris pops up and links to a thread that talks about this, because that video format can look bad or good depending on the encoder used.
#2453
Used this version during all day and had no problems with it!  :-D
#2454
I think I found a bug

myfile.ash
Code: ags
enum EnumState {
  eES_False = 0, 
  eES_True = 1,   
};

struct Foo{
  protected EnumState _state;
  import attribute EnumState public_state;
};

Foo bar;



myfile.asc
Code: ags
FindoutStateEnum get_public_state(this Foo*){
  return this._state;
}
void set_public_state(this Foo*, EnumState value){
  this._state = override;
}


Trying to read bar.public_state get's me zero - elsewhere or in the same file (using bar.get_state()).

I guess I shouldn't declare the instance bar of Foo in the .ash, but I wanted something akin to a global singleton.

My solution was to change myfile.asc to
Code: ags

int local_state;

FindoutStateEnum get_public_state(this Foo*){
  return local_state;
}
void set_public_state(this Foo*, EnumState value){
  local_state = override;
}


---

Edit: CW solved below.
#2455
This I have sent people in the past, if you have 7-zip installed, just copying here, magical lines for packing tar.gz on Windows, for Linux, preserving the permissions. Requires having 7z.exe on path.

Code: batch

pushd %AGS_GAME_PROJECT_DIR%\Compiled\Linux && 7z a -ttar -so archive.tar . | 7z a -si MYGAME.tar.gz && popd

#2456
Thanks CW! Great work this version  :-D
#2457
The link is broken for the first zip - Beta4 is named as Beta3. I downloaded and am using for Adventure Jam and it appears to work great  (nod)

Hey, I tried to build for Android the v.3.5.0.13 tag, buildall.sh went fine, but using ndkbuild on <SOURCE>/Android/library, I am hitting on an error for missing alfont.

Code: ags

[armeabi] Compile++ arm  : agsengine <= fonts_engine.cpp
jni/../jni/../../../Engine/font/fonts_engine.cpp:19:10: fatal error: 'alfont.h' file not found
#include <alfont.h>
         ^~~~~~~~~~
#2458
Advanced Technical Forum / Re: SKEW Code
Sat 08/06/2019 02:29:35
do you need to do this on every frame or only once in a while? I think this can be accomplished with matrices and get pixel, draw pixel, but won't be fast.

I would implement this math: http://www.senocular.com/flash/tutorials/transformmatrix/
#2459
Advanced Technical Forum / Rect object
Fri 07/06/2019 19:27:47
Has someone coded something similar to this? Maybe a math module that has a similar object. I am a bit unsure on how to fill the functions imported by these functions.

Edit: Solved

ash
Code: ags

managed struct Size{
  int width;
  int height;
  import static Size* Create(int width, int height);  // $AUTOCOMPLETESTATICONLY$
  import Size* Add(Size * sizeToAdd);
  import Size* Subtract(Size * sizeToAdd);
  import Size* MultiplyInt(int multiplier);
  import Size* MultiplyFloat(float multiplier);
  import Size* Set(Size* sizeToSet);
};
 
managed struct Rect {
  int x;
  int y;
  int width;
  int height;
 
  import static Rect * Create(int x, int y, int width, int height);  // $AUTOCOMPLETESTATICONLY$
  import Rect * SetPosition(Point * point);
  import Rect * SetSize(Size * size);
  import Rect * SetBounds(int x, int y, int width, int height);
  import Rect * SetBoundsRect(Rect * rect);
  import Rect * SetBoundsPS(Point* position, Size* size);
};


asc
Code: ags

// Size object
static Size* Size::Create(int width, int height){
  Size * size = new Size;
  size.width = width;
  size.height = height;
  return size;
}

Size* Size::Add(Size* sizeToAdd){
  this.width += sizeToAdd.width;
  this.height += sizeToAdd.height;
  return this;
}

Size* Size::Subtract(Size* sizeToAdd){
  this.width -= sizeToAdd.width;
  this.height -= sizeToAdd.height;
  return this;
}

Size* Size::MultiplyInt(int multiplier){
  this.width = this.width*multiplier;
  this.height = this.height*multiplier;
  return this;
}

Size* Size::MultiplyFloat(float multiplier){
  this.width = FloatToInt(IntToFloat(this.width)*multiplier);
  this.height = FloatToInt(IntToFloat(this.height)*multiplier);
  return this;
}

Size* Size::Set(Size* sizeToSet){
  this.width = sizeToSet.width;
  this.height = sizeToSet.height;
  return this;
}
// End of Size object

// Rect object
static Rect* Rect::Create(int x, int y, int width, int height){
  Rect* rect = new Rect;
  rect.x = x;
  rect.y = y;
  rect.width = width;
  rect.height = height;
  return rect;
}

Rect * Rect::SetPosition(Point * point){
  this.x = point.x;
  this.y = point.y;
  return this;
}

Rect * Rect::SetSize(Size * size){
  this.width = size.width;
  this.height = size.height;
  return this;
}

Rect * Rect::SetBounds(int x, int y, int width, int height){
  this.x = x;
  this.y = y;
  this.width = width;
  this.height = height;
  return this;
}

Rect * Rect::SetBoundsRect(Rect * rect){
  this.x = rect.x;
  this.y = rect.y;
  this.width = rect.width;
  this.height = rect.height;
  return this;
}

Rect * Rect::SetBoundsPS(Point* position, Size* size){
  this.x = position.x;
  this.y = position.y;
  this.width = size.width;
  this.height = size.height;
  return this;
}
// End of Rect Object

#2460
I can think many ways to do that, can you draw a mockup of specifically what you want to do or show an specific screen from a game you want to mimic?

Example approach to solve, use walk on walk off events on regions to show/hide a GUI that allows the player to change room to whatever region you have (maybe using an array to map region to room to jump)
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