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Messages - eri0o

#2481
What do you mean by uploading?

I don't recommend using flc since flash is blocked by default on most browsers.
#2482
I noticed I get an error in the refresh part of the plugin ("Files not fully parsed: somefile.asc..." ) when I am initializing an array of managed structs like:

Code: ags

managed struct StarStruct{
  int x;
  int y;
  int speed;
};

StarStruct * starfield[]; //background stars

void initializeStarfield(){
  starfield = new StarStruct[5];
  starfield[0] = new StarStruct;
  starfield[1] = new StarStruct;
  starfield[2] = new StarStruct;
  starfield[3] = new StarStruct;
  starfield[4] = new StarStruct;
}


The error points to the last column of the line `starfield[0] = new StarStruct;` and similar lines.



Plugin version: 2.1.0.0
AGS editor version: 3.4.3.1
Game Settings:
Debug: True
Left to right precedence: True
Enforce object based script: True
Enforce new audio: True
Enforce new strings: True

Is it possible to order the texts by location and line? This would allow reading the dialogs like... Dialogs! :]
#2483
Modules, Plugins & Tools / Re: AGS ThemeEditor
Tue 21/05/2019 03:00:01
Hey, shouldn't this editor offer some sort of preview? Maybe capture a print screen of ags with many panels loaded at same time (for preview image), and have it's colors be filled dynamically per the settings.
#2484
Did you have the Ghost GUI?
#2485
Which version of AGS are you using?
You can use an array to store you map of random result->view number - you can write the name of the view that will work too since ags creates a preprocessor entry per view name matching it's number.
Also if you indent your code it won't look so convoluted.
You could also use Switch case statements.
#2486
The Dig and Megaman X I think.
#2487
So four surface draws for doing the stretch of each edge, and a four more draws for each corner, and then doing a ninth draw for the stretch of the background, and then applying this sprite in a single button on the background.

I am avoiding doing the text together because I plan to either use typed text or doing transparency tween on the text... Right now just figuring out the box stuff.

Trying to figure out a bit of the logic of the TextGUI

Code: ags

  //draw background
  bgSurface.DrawImage(Game.SpriteWidth[gTextGui_Edge0.NormalGraphic], Game.SpriteHeight[gTextGui_Edge0.NormalGraphic], 
                      gTextGui.BackgroundGraphic, 0, 
                      totalWidth-Game.SpriteWidth[gTextGui_Edge0.NormalGraphic]-Game.SpriteWidth[gTextGui_Edge3.NormalGraphic], bubbleHeight-Game.SpriteHeight[gTextGui_Edge0.NormalGraphic]-Game.SpriteHeight[gTextGui_Edge3.NormalGraphic]);

  // Top Left Corner
  bgSurface.DrawImage(0, 0, gTextGui_Edge0.NormalGraphic);
  
  // Top Right Corner
  bgSurface.DrawImage(totalWidth-Game.SpriteWidth[gTextGui_Edge2.NormalGraphic], 0, gTextGui_Edge2.NormalGraphic);
  
  // Bottom Left Corner
  bgSurface.DrawImage(0, bubbleHeight-Game.SpriteHeight[gTextGui_Edge1.NormalGraphic],  gTextGui_Edge1.NormalGraphic);
  
  // Bottom Right Corner
  bgSurface.DrawImage(totalWidth-Game.SpriteWidth[gTextGui_Edge3.NormalGraphic], bubbleHeight-Game.SpriteHeight[gTextGui_Edge3.NormalGraphic], gTextGui_Edge3.NormalGraphic);
  
  // Top Edge
  bgSurface.DrawImage(Game.SpriteWidth[gTextGui_Edge0.NormalGraphic], 0, 
                      gTextGui_Edge6.NormalGraphic, 0, 
                      totalWidth-Game.SpriteWidth[gTextGui_Edge0.NormalGraphic]-Game.SpriteWidth[gTextGui_Edge2.NormalGraphic], Game.SpriteHeight[gTextGui_Edge6.NormalGraphic]);
  // Left Edge
  bgSurface.DrawImage(0, Game.SpriteHeight[gTextGui_Edge0.NormalGraphic], 
                      gTextGui_Edge4.NormalGraphic, 0, 
                      Game.SpriteWidth[gTextGui_Edge4.NormalGraphic], bubbleHeight-Game.SpriteHeight[gTextGui_Edge0.NormalGraphic]-Game.SpriteHeight[gTextGui_Edge1.NormalGraphic]);

  // Right Edge
  bgSurface.DrawImage(totalWidth-Game.SpriteWidth[gTextGui_Edge5.NormalGraphic], Game.SpriteHeight[gTextGui_Edge2.NormalGraphic], 
                      gTextGui_Edge5.NormalGraphic, 0, 
                      Game.SpriteWidth[gTextGui_Edge5.NormalGraphic], bubbleHeight-Game.SpriteHeight[gTextGui_Edge2.NormalGraphic]-Game.SpriteHeight[gTextGui_Edge3.NormalGraphic]);
  
  // Bottom Edge  
  bgSurface.DrawImage(Game.SpriteWidth[gTextGui_Edge1.NormalGraphic], bubbleHeight-Game.SpriteHeight[gTextGui_Edge7.NormalGraphic], 
                      gTextGui_Edge7.NormalGraphic, 0,
                      totalWidth-Game.SpriteWidth[gTextGui_Edge1.NormalGraphic]-Game.SpriteWidth[gTextGui_Edge3.NormalGraphic], Game.SpriteHeight[gTextGui_Edge7.NormalGraphic]);



Edit:
I used the above code on SierraSpeech, a module I was making forked from Snarky's Speech Bubble.
#2488
Hello,

I am  trying to recreate something like the current TextGUI, html border-image (or Unity 9-Slices). Essentialy this box / rectangle will be so that:

  • The four corners do not change in size.
  • The top and bottom edges stretch or tile horizontally.
  • The left and right edges stretch or tile vertically.
  • The center section stretches or tiles both horizontally and vertically.
The idea is to use it with a custom function that's not the current text functions (like Say, and Display). Instead I want to make my own custom MySay that will exhibit a label with text, and a box around it.

Ok, now, how is the best way to go on to make this? Can I just have 9 buttons with a label on top? How I would stretch the image for drawing the borders?

I am trying to figure out the less resource intensive way to do this.
#2489
This looks great! Also very surprising, didn't see any mention of this project going on twitter :O
#2490
Ok, here are the possible symbols for the apostrophes:

Code: ags
player.Say("1. don`t");
player.Say("2. don't");
player.Say("3. don't");
player.Say("4. don't");


My guess is you only have some of those symbols and not the other, and this is why it works sometimes and sometimes not. I have this when I copy paste text from LibreOffice (uses ' instead of ').
#2491
This is his GitHub, he also has an e-mail there, maybe ask him to push the code there?
https://github.com/CalinLeafshade
#2492
The width of the left and right edges should match the width of the corners. The height of top and bottom edge should also match height of the corners.
#2493
Hey, just thought you guys might add this to the top post My Big Sister on Nintendo Switch!
#2494
You don't need " when writing dialogs.

Did you remember to wire the character talk interaction to the dialog in the global script? Does it actually starts this dialog?
#2495
Just reporting this version is working great on Wine too! I am a bit focused on my game in the 3.4.3.1 right now, but it did compile once I removed the following code:

Code: ags

game.replay_hotkey = 0;


I had this code because the now removed replay thing used to be called by default with the same key combination I use when Capturing with OBS Studio and also the same hotkeys as Peek, which I also use for capturing.

Other than this I haven't yet upped the API version for 3.5.0 to play with the new things like the cameras. :]
#2496
Don't know if helpful, but for reference:

Randomizes sounds for the card drawing and stuff
https://github.com/ericoporto/DungeonHands/blob/master/CardSound.asc

Resizes the cards logical width to allow holding more cards in hands than screen limit
https://github.com/ericoporto/DungeonHands/blob/master/InventoryMonitor.asc

Solves the "physical existence" of cards:
https://github.com/ericoporto/DungeonHands/blob/master/Cards.asc

Takes care of rules and turns:
https://github.com/ericoporto/DungeonHands/blob/master/Play.asc

The hacky place where I check for drag and drop events  :-\
https://github.com/ericoporto/DungeonHands/blob/master/room5.asc

Process clicked on a deck then draw card
https://github.com/ericoporto/DungeonHands/blob/master/GlobalScript.asc

#2497
I am so sorry for necroing this topic. Does someone has a backup of the file:  http://www.thethoughtradar.com/AGS/strippedplugintemplate.zip ? (the link is broken for me)
#2498
@Fribby, I am not dead :P so the code for Dungeon Hands is open sourced on github.

https://github.com/ericoporto/DungeonHands
https://www.adventuregamestudio.co.uk/forums/index.php?topic=55546.0

I will briefly explain, so feel free to ask more details!

My approach for Dungeon Hands was to use three invisible characters with three inventories: Player 1 Hands, Table, and Player 2 Hands. There is an inventory item for each card in a deck - so if a card has two copies, two items exist. This simplified actually showing the cards on screen and allowed using Drag and Drop module to make moving cards around more natural.

I also had an array for each deck and used the items ID to be able to figure out which cards are in deck and correspond to each inventory items. All of this is coded in a script responsible for the "physical" existence and consistency of the cards, and also responsible to be able to shuffle the deck and draw cards.

Now that the cards exist, a different script has to take care of rules. The rules say who starts, what is a turn, and control the symbol to values mapping of the cards.

I would say to first figure out the "physical" part of a virtual deck of cards and then later making the rules work will be a lot easier, specially because you can visually debug :)
#2499
About excluding a room, isn't the amount of storage occupied by a room like 10 sprites (5 frames plus masks) which is kind of insignificant versus the rest of the game, like a single music file will be the size of 20 rooms?
#2500

ags on.chocolatey.org repository. If someone wanting to try AGS Editor on Windows and have Chocolatey installed, you can now run

Code: batch
cinst ags

AGS should install.



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