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Messages - eri0o

#2461
I wonder if aggregating some open sourced games somewhere that demonstrate things done in the engine would be useful. Maybe to test upgrading project versions or for someone new learn techniques. My only two open sourced games aren't adventure games though.
#2462
My game has advanced a lot but I don't think submitting again makes sense, so I am thinking to just go to check things out once tickets are available
#2463
yeah, thanks Crimson! I did stupid things! just fixed :D

Working on Linux!



It's not quite right under OpenGL, but now is time to sleep :]
#2464
Hey, I tried to workout the building of Dualnames Normalmap plugin here. Thing is when actually trying to use, well, it's working on Windows, but I am getting an error under linux:

Error: Plugin 'agsnormalmap' is an old incompatible version.

Does anyone knows why I am getting this error? (I found it comes from agsplugin.cpp)

Spoiler
Code: bash

Adventure Game Studio v3.4 Interpreter
Copyright (c) 1999-2011 Chris Jones and 2011-2019 others
ACI version 3.4.3.1

Initializing allegro
Initializing game data
Located game data file: /home/erico/git/AGSNormalMap/AGSProject/Compiled/Linux/data/AGSProject.ags
Opened game data file: game28.dta
Game data version: 49
Compiled with: 3.4.3.1
Setting up game configuration
Logging scipt to "warnings.log"
Setting up window
Initializing TTF renderer
Initializing mouse: number of buttons reported is 3
Checking memory
Data directory: /home/erico/git/AGSNormalMap/AGSProject/Compiled/Linux/data
Initializing keyboard
Install timer
Sound settings: digital driver ID: 'Auto' (0xffffffff), MIDI driver ID: 'Auto' (0xffffffff)
ALSA lib rawmidi_hw.c:233:(snd_rawmidi_hw_open) open /dev/snd/midiC0D0 failed: No such file or directory
Warning: cannot enable MIDI audio.
Problem: No compatible drivers found in the system..

You may supress this message by disabling MIDI sound in the game setup.Installed digital driver ID: 'ALSA' (0x414c5341), MIDI driver ID: 'None' (0x0)
Install exit handler
Initialize path finder library
Game GUI version: 118
Requested script API: v3.4.1 (5), compat level: v3.3.4 (2)
Plugin 'agsnormalmap' loading succeeded, resolving imports...
An internal error has occurred. Please note down the following information.
If the problem persists, post the details on the AGS Technical Forum.
(ACI version 3.4.3.1)

Error: Plugin 'agsnormalmap' is an old incompatible version.
***** ENGINE HAS SHUTDOWN
[close]
#2465
Not naturally, but there is a module for that.
#2466
The contents should be inside a directory named Linux, and that directory under AGS installation directory.
#2467
I have a local git in a folder and the folder is synced to Google Drive using Insync (it's really similar to Dropbox, but a lot cheaper). This actually works surprisingly good.
#2468
That wasn't on your github right? (I literally forked your code)
#2469
Cat, you need to download the Linux package and place it inside Adventure Game Studio installation folder, to generate a proper Linux build.
#2470


Download RogerCamGame.zip

Hey just made a very simple thing, just to teach myself one of the many possibilities with the new Camera and Viewport system.

I already showed some of the people this. If you look into the script, the part that deals with camera and viewport is just two lines of code and the rest is more some fancy ideas to try to emulate a screen, and the other a thing to prevent the viewport from stretching the camera.

Anyway, this is just because there may be few people who tried the new Camera and Viewport functionality, and I thought they are pretty neat.
#2471
Essentially is, you just import the gif to a folder, and then add the folder to a view.
#2472
I am just very confused right now, you complained about point and click support on other engines, but you said your game isn't a point and click. I came for AGS because of the versions in game maker driving me nuts. But I also like and code in love2d. One of the projects I linked is mine and is open source in case you want to checkout how I did. AGS extends with C++, in case you want to do something to out of ordinary. I do think love2d is simpler for your targets - I would pair with Tiled in that case.


Or try a weekend jam in ags to learn by trauma :P
#2473
Isn't this the same approach as Ludum Dare?
#2474
Here's a recent example

https://www.adventuregamestudio.co.uk/forums/index.php?topic=57034.0
https://www.adventuregamestudio.co.uk/forums/index.php?topic=56851.0

While it's possible, I don't think it's easy for a first project since it would require to script every action. If your first project was a point and click game, sure AGS is the easiest solution available to pick up and create something.

I agree with others that for your case, a different engine would be more suitable (love2d, game maker, godot, ...).
#2475
Which .NET versions have you installed on Wine? What errors are you getting in 3.4.3.1?
#2476
https://www.theverge.com/platform/amp/2019/5/30/18645250/microsoft-xbox-game-studios-publishing-valve-steam-32-bit-windows

QuoteMicrosoft says it's committed to supporting competing PC game stores and it's announcing today that it will distribute more Xbox Game Studios titles through Valve's Steam marketplace. Typically, Microsoft has distributed its games through only Xbox Live on its game console platform and through its own Windows storefront on PC. Now, Microsoft says it wants to better support player choice and let customers buy games in more than one destination on PC.

“Our intent is to make our Xbox Game Studios PC games available in multiple stores, including our own Microsoft Store on Windows, at their launch. We believe you should have choice in where you buy your PC games,” writes Xbox chief Phil Spencer in a blog post announcing the shift in strategy. The move follows Microsoft's decision earlier this year to publish its upcoming PC port of Halo: The Master Chief Collection on Steam.

“We will continue to add to the more than 20 Xbox Game Studios titles on Steam, starting with Gears 5 and all Age of Empires I, II, and III: Definitive Editions,” Spencer explains. “We know millions of PC gamers trust Steam as a great source to buy PC games and we've heard the feedback that PC gamers would like choice.”

It's not an unusual move for Microsoft these days, especially not since Spencer took over the Xbox division in 2014 under CEO Satya Nadella, who promoted him again in the fall of 2017 to run all of the company's gaming initiatives spanning Xbox and Windows 10.

The two have worked together to build a far more open and cooperative Microsoft, and that's given birth to a lot of genuinely player-friendly advancements in the Xbox and Windows departments. Xbox games published by Microsoft can now be played on the PC free of charge, thanks to the Xbox Play Anywhere initiative, while Microsoft worked with Nintendo and game developers like Epic and Psyonix to successfully apply pressure on Sony to support cross-platform play. The company is also pioneering a new business model for games with its Xbox Game Pass subscription, and its upcoming xCloud cloud gaming service is poised to introduce an all-new distribution model for delivering games and potentially upending how games are both funded and sold.

What's remarkable in this case is that Microsoft is standing somewhat in opposition to Epic Games, a company whose CEO Tim Sweeney once criticized Microsoft for attempting to create a closed ecosystem with its Universal Windows Platform strategy, which attempted to distribute all software, including PC games, exclusively through its own storefront.

”Microsoft has built a closed platform-within-a-platform into Windows 10,” Sweeney wrote in a 2015 op-ed in The Guardian, “as the first apparent step towards locking down the consumer PC ecosystem and monopolising app distribution and commerce.” At the time, Sweeney called for Microsoft to let developers publish games built using UWP on other stores. He went so far as to say UWP “can, should, must, and will die.”

Now, it's Epic that's trying to supplant Steam with its own game store and finding itself embroiled in controversy stemming mostly from its exclusivity contracts it secures with developers. Of course, Epic's approach is much different than Microsoft's was back then, given it does not own the Windows operating system and has nowhere near the level of control Microsoft did when it was trying to push UWP. But Epic, despite having earned a substantial amount of leverage in the PC marketplace due to the success of Fortnite and its Unreal Engine, is discovering just how difficult it is to dethrone Steam.

Microsoft, on the other hand, has given up entirely on that vision and is instead embracing a much more open model. And it extends beyond gaming. Microsoft recently announced a partnership with Google to rebuild its Edge browser, once built on UWP, using the open-source Chromium framework.

“We also know that there are other stores on PC, and we are working to enable more choice in which store you can find our Xbox Game Studios titles in the future,” Spencer writes, indicating that Microsoft may eventually publish its games on Epic's store as well. Spencer goes on to say that the company is committed to providing voice and text chat, friends lists, and cross-play across PC and console to all titles it publishes under Xbox Game Studios. “On Windows 10 you'll find this functionality in the Xbox Game Bar, which we'll continue to evolve and expand,” he adds.

In addition to this shift to support Steam and competing stores, Microsoft says it's also opening up support in the Microsoft Store for games built as native Win32 apps, which is the predominant Windows app format and the format that UWP effectively was designed to replace. This all but ensures UWP will fall out of favor with game studios that may have felt forced to adopt the format in recent years to better access core Windows 10 features.

“We recognize that Win32 is the app format that game developers love to use and gamers love to play, so we are excited to share that we will be enabling full support for native Win32 games to the Microsoft Store on Windows,” Spencer writes. “This will unlock more options for developers and gamers alike, allowing for the customization and control they've come to expect from the open Windows gaming ecosystem.”

I just read this, and being AGS Win32 software, this means (I imagine) zero effort shipping of AGS Games on MS Store soon.
#2477
http://jams.gamejolt.io/advjam2019/community

Adventure Jam 2019 is happening soon! If someone is thinking on doing it now is a good time to start figuring out teams!

The theme is only announced once it starts going!

Start: Jun 8, 2019 12:00:00 PM
End: Jun 22, 2019 12:00:00 PM
Voting End: Jul 1, 2019 12:00:00 PM

Surviving Adventure Jam
Text Resources
#2478
Solved it beautifully! Thank you! :]

Also you are right! Clicking on Location first does order by line number after! I think I clicked on something else after! Sorry for giving extra trouble.  8-)
#2479
I sent you a message
#2480
Here are caveats for the walkable mask solution:

- If you change pathfinding algorithm, you will have to readjust for new algorithm;
- using a key combo (I forgot which) you can see the walkable area in game, noticed it's slightly different from what you see in the editor;
- using aseprite it's easier to draw the walkables and just import in ags;
- pathfinding uses nodes, that are fed into and consumed when the player is walking, you want the distance the player walks at each step be forced to go in diagonal, so that, and the walkable resolution you figure out before from observations of the walkable in game, to be so that the movements the character is forced to do is always in diagonals.
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