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Messages - eri0o

#2561
AGS Games in Production / Re: Future Flashback
Mon 31/12/2018 10:53:40
Thank you so much @CaptainD ! Because you liked it, I added this screenshot to the blog post body linked below...  :-D



2018 Recap

Hey everyone! 2018 was an amazing year!

The coolest thing for me was that I finally met many wonderful people from this community in person!

I also was able to play many great games developed by the community here and on the Discord AGS Channel.

I hope 2019 is a good year for narrative games! I wrote a recap of what happened in 2018 and added some bonus content that you guys may or may not find interesting!  8-)

Read more on the blog...
#2562
The easier way would be breaking the bigger fish sprite in two, head and rest.
#2563
I see no problem in removing Scale, I think the API should be as small as needed. Zoom could be provided by a module, and it would mostly likely have TweenZoom too. The advantage of the module is that it's API can evolve faster.

I understand the camera as a way to transform pixels from the game world to the pixel space of the Viewport. So for Zoom the Camera Width and Height would be make smaller, but mapped to a viewport that stays at the same size.
#2564
Hey CW, I think I have two additional questions on this feature:

why Game.RoomViewport, instead of Room.Viewport ? Is Game.RoomViewport the same for all Rooms and if it would be in Room.Viewport it would get destroyed on each Room load?

Also Camera.ScaleX and Camera.ScaleY, I think they should not existe, since the Viewport has a Camera assigned to it, but the Camera "doesn't know" about the viewport - so if there would exist a ScaleX and ScaleY, they should belong to the Viewport and not the Camera, right? Example, a Camera could theoretically be assigned to two Viewports.

#2565
here is the new issue on github! Just freshly opened. :) I will try to add more details later.

Also thanks for the new handy functions, they will be handy :D

One thing about the walkable/region/hotspot areas, imagining a multiple camera/viewport situation, the functions would require both camera and viewport information to be able to get the correct X and Y, wouldn't?
#2566
using version from here -> 3.5.0.8 here

Yo, I am using Camera *cam = Room.Camera ! I want to do a GetWalkableAreaAt! When I use a camera that doesn't use System.ViewportHeight and System.ViewportWidth, as cam.Height and cam.Width, I can't seem to figure out how to get it correctly!  ???

Also , think it broke this (it's ignoring cam.Height and cam.Width) ->
Code: ags

  if (keycode == eKeyCtrlA) Debug(2,0); // Ctrl-A, show walkable areas


Nevermind -> Figured out -->>

Code: ags

function GetWalkableAreaAtRoomXY(int x, int y){
  Camera * cam;
  cam = Room.Camera;
  Viewport * vport = Game.RoomViewport;  
  int walkableat;
  
  walkableat = GetWalkableAreaAt(vport.Width*(x-cam.X)/cam.Width+vport.X, 
                      vport.Height*(y-cam.Y)/cam.Height+vport.Y); 
    
  return walkableat;
}



Did something

Download AGS PROJECT HERE


#2567
moved camera questions here

@morganw , the new tiled import GUI is amazing, did the below characters import to view in less then 10 min (find sprite in open game art, import sprite, view, assign view to characters), before importing tiled was a real pain.

Spoiler


[close]
#2568
It complained of SetViewport something, but maybe, I had some code from the first iteration of the camera functions. I will try a clean project later.
#2569
I am testing on wine the new sprite import. It feels easier, and apparently works! I like I can by default import a ton of sprites at the same time! This is cool!!!

I like the new progress bar addition, I think previously AGS just stood there unresponsive, in a folder with too many sprites, this is nice.

On the tiled sprite import, one minor thing, it loads with a number in x,y position, I think the default should be 0,0 (imagining I have a single sheet png, with each images of the same size).

The is an option to copy a sprite to the clipboard on the sprite navigator, I don't know if that was there before, but when I click, it does nothing.

Feature requests for the sprite GUI!:

- I have Aseprite triggering as my external editor, and it opens lightning fast, but a way to view and zoom a imported sprite, in AGS, would be cool.
- sprite GUI, has all things available through the right click on white space, adding a small bar on top of the GUI, with the same functions, would easier. I prefer inside the tab instead of the main toolbar like the rest of AGS, but both would work - one favor low resolution monitor and the other bigger resolution monitors.
- totally new feature: import folder -> would import a folder with pngs, and if a folder with png is inside that folder, recreate the folder structure inside AGS. I think is unneeded as project normally evolve slowly but could enable really fast use of ready made graphics from graphic asset packages.

____

Script Compatibility seem kinda broken since BASS template doesn't work anymore.
#2570
This is so beautiful! I loved the personalized cute headers, I will definitely steal that idea!

It was really fun watching the graphics pop up on discord AGS channel!

Love Sierra style deaths, I miss them  8-0

I find amazing that you did it all yourself. Congratulations! Can't wait for a release!  :-D

(About the midi soundtrack, a version that also has the soundtrack rendered to mp3, when the game is finished, if you think you can find time, would be cool... In some computers I can't get the midi part of AGS working...)
#2572
Characters have a Room property. You can use to get a character room or the player room as an integer.

Code: ags

if(cCharacter.Room==1){
  dDialog1.Start()
} else if(cCharacter.Room==2){
  dDialog2.Start()
}

#2573
This is so pretty, your style is so unique - that red sky is intriguing! I love scrolling backgrounds! :D Am curious on how the character will look  8-)
#2574
AGS Games in Production / Re: Future Flashback
Sat 15/12/2018 21:48:34


Just a screenshot saturday update. Making a small library here.  8-)
#2575
On the 3rd character, place it outside of the room from where it's supposed to be, then use cThirdCharacter.walk to make the third character walk to the place you want.

You can do script functions inside a dialog text if you preceed it by a space or more.

Code: ags

@S  // Dialog startup entry point
CharacterOne: Hi Two!
CharacterTwo: Hello One!
  cCharacterThree.Walk(16,32,eBlock);
CharacterThree: Hello One and Two!
CharacterTwo: Humpf.
  cCharacterTwo.Walk(-2,-2,eBlock);
stop
#2576
This game looks so cool! For some reason it reminds me of the Lost Secret of the Rainforest I never played - except the demo that came with some sierra game I played when I was 10yr old...

I like the video on the Steam page! Just wishlisted it! :-D
#2577
I remember playing Famicon Tantei Club (SNES Detective Club) when I was a kid and it was impossible because it was in Japanese but I liked exploring the screens through trial and error... I wonder if someone translated it, maybe I should play it now :O
#2578
On Windows 10, if the dpi of the monitor is above a value it does a 150% rescale of things it consider old - for lack of better definition. I think this is what is happening here.


Edit: my guess is because the winsetup looks blurry and bigger than it should. Segoe UI font is naturally really sharp.
#2579
This game is beautiful and looks very very fun to play, where can I subscribe for updates other than this thread? :-D
#2580
Engine Development / Re: Switch?
Tue 20/11/2018 22:36:57
Nintendo Switch Porters I found looking around... Most of them works with percentage of the game revenues on the Switch. I know the amount asked by some, PM for details.

__

Ratalaika Games

@ratalaikagames | ratalaikagames.com | github.com/ratalaika

They work on many indie titles in different engines. Github participation is little, doesn't seem very open source friendly but I think it's negotiable. Appears to be fast.

__

Ethan Lee

@flibitijibibo | flibitijibibo.com | github.com/flibitijibibo

Very opensource friendly, maintains it's own engines. Huge list of ports.

__

Ryan C. Gordon

@icculus | icculus.org | github.com/rcgordon


Works on a huge amount of projects including SDL2 to Switch, ported many free games but I couldn't find anyone who he has worked with - that I know. Very open source friendly.

__

Hidden Trap

@Hidden_Trap | hiddentrap.com

Small publisher. Works by percentage of revenues, does console ports including Nintendo Switch - for some reason has none on the website but I've been told they do make Nintendo Switch ports by a developer. Totally not open source friendly.

__

Panic Button Game

@PanicButtonGame | panicbuttongames.com

Huge studio that ports games to Nintendo Switch. I have no idea how much it asks for, and if there are pre-front costs. Totally not open source friendly.

__

Nicalis

@nicalis | nicalis.com

Big publisher, but also does Nintendo Switch Ports. No idea on costs. Totally not open source friendly.
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