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Messages - eri0o

#2581
AGS Games in Production / Re: Future Flashback
Sun 18/11/2018 21:57:29
Thanks sawyer! Hopefully you will be able to play it on next year! :-D



New Blog post on taking Future Flashback to AdventureX 2018...

Now I wrote there just a little bit of the experience and the games and all that. One of the most amazing parts was actually being able to meet in person many of the people here in the forum, for which I am very grateful. Some people I didn't get who was when I was there, and only figure out once I came back home. I like very much this forum, but been able to meet in person is very much incredible.

I now need to keep working on my game so that everyone is able to play it on full one day.

Thanks everyone for being awesome people! 8-)
#2582
@my2k, we are trying to update and have a new manual here, that would ship with a newer version of ags, could you give an example of which session the information you need you would expect to find? And could you try searching on the webpage and report if it turns useful results?
#2583
Out of curiosity, what does "config_enabled = 0", in your android.cfg, means?
#2584
Arrived at this very cold land! Hope to see you all

Edit: met a lot of people today, demoing Future Flashback tomorrow too. If you are here please come play! Also I may not know your face and name, so if possible, please tell me who are you :D
#2585
Well on a closer look I apparently just stopped once things worked correctly ¯\_(ãÆ'„)_/¯

Code: ags

~/git/futureflashback/Compiled/obb$ pwd
/home/e/git/futureflashback/Compiled/obb
e@e-host:~/git/futureflashback/Compiled/obb$ tree
.
â”Å"â”â,¬Ã¢â€â,¬ acsetup.cfg
â”Å"â”â,¬Ã¢â€â,¬ android.cfg
â”Å"â”â,¬Ã¢â€â,¬ FutureFlashback
│   â”Å"â”â,¬Ã¢â€â,¬ acsetup.cfg
│   â””â”â,¬Ã¢â€â,¬ android.cfg
â””â”â,¬Ã¢â€â,¬ futureflashback.exe

1 directory, 5 files
#2586
On your game General Settings, there is a config called "Save games folder name", and I suppose you have a folder name set there. In your obb root, create a folder with that same name - something like my_game_name . Now throw your acsetup.cfg and android.cfg in there.

(I may be wrong, but I see I have this very suspect folder inside my obb target directory :P )
#2587
Yes, I think you need to create a folder with your game name and place the android.cfg there but I am not sure.
#2588
Hey, just to report that after a lot of effort from morganw we have working chm building from the wiki here and also a website with search building from the wiki so the help is successfully both online and offline!

>> github.com/adventuregamestudio/ags-manual <<

Please check the website. The wiki is open for contributions if anyone is interested, just pop a github account :]

Everything is built on the cloud, so just a browser is enough to contribute!
#2589
So, I think I sucessfully built AGS ENGINE for Linux and packed as Snap.

To test it, you need first to install, just launch a Terminal anywhere and type:

Code: bash

snap install ags


Once it's installed, in the game folder (where the .exe file is) just run it:

Code: bash

ags


in some systems, fullscreen is problematic, then try:

Code: bash

ags --windowed


Please, report issues in the tracker here or this thread.

Also, AGS seems to have successfully built on the following systems: amd64/i386/arm64/armhf/s390x . This means it should work on any Ubuntu/snap compatible distribution on the Raspiberry Pi !
#2590

With your device connected in Android Studio, selected from the list, click play to run the debugger and have your game process selected in debugable process. This will give you better messages in the logcat.



The jobbifier tool has this GUI:



On input folder write your game build path (XXXX/XXXX/GAMENAME/Compiled/Windows/) and the output under /XXX/YOUR_ANDROID_STUDIO_PROJECT/app/src/main/assets/ . Don't use password, leave as main, don't forget to write your identifier and please give the same version written in your game project in android studio.

Once you can get it running like this, a reminder that you can ship the obb and apk separately in the Google Play Console, because you can't have bigger than 100MB apks.

I don't think you have to modify that xml by hand...

I am  traveling away from home, so can't give more info now...
#2591
Could you try using this tool instead to build th obb?

https://bitbucket.org/monkey0506/jobbifier/downloads/

In Android Studio, you can filter to read the messages only from the specified app, if you do that, you will be able to read the errors in the Android Studio console (it uses ADB). You just connect an USB cable between your PC and your Android phone and enables developer mode on the phone.

You can get latest AGS android build here:

http://www.adventuregamestudio.co.uk/forums/index.php?topic=56452.0
#2592
Multiple cameras could be used for minimaps. Other than this I don't see much use for multiple cameras.

I am adding below an error that occurs when I leave this AGS and an error that occurs when I open this AGS after closing it.
Spoiler


[close]
#2593
I would love having this option! It could also just use character speech color if text color in GUI is set to 0 if adding an option under Game object is more complicate. There are a lot of intrincacies in the way Sierra mode handles speech, it's really amazing and I love how well it works!

Sometimes I don't really know if it should be handled in a module instead of engine code - I guess the engine has to have a minimum code to write text in boxes on the screen for at least the default messages and maybe some stuff is borrowed from there.
#2594
So I would expect something like this would be required:

Code: ags

function MySay(this Character*, const string message,  ...) {
  gTextGui.TextColor = this.SpeechColor
  this.Say(message,  ...)
}


But I couldn't find how to modify the TextColor propertie that is used when rendering the text from GUI... Which mean the awful hack I could manage is either -> have multiple GUIs, and use if/switch to change between. Or reimplement all sierra text rendering in AGS script. Is there something I am missing here?
#2595
Although a different topic, maybe some ideas here are relevant: http://www.adventuregamestudio.co.uk/forums/index.php?topic=55371.0
#2596
I just watched Brett Hennig TEDx Talk about replacing democracy for a random selecting system and I had a random idea for an overtly complex (maybe) game.

Basically the idea is this, a city builder like Sim City 2000, with something like Entity Based Modeling for simulating, with a dummy IA building the city. The AI turn, it does it's random city building.

On the player turn, he gets a random citizen from the city assigned to him as his player character, and he has to create a policy (have no idea how exactly) that will influence how the city builder AI works, hopefully trying to maximize what's best to that citizen.

As the game progress, you are being matched with different citizens of the city, and they are all being behind the curtains being tracked. At the end of 15 turns, the final score for each assigned citizen is shown, and also the town score (population, produced money, debt,...).

This is just like the general idea, but I have no real idea if it could be fun or not, but the idea would be something that is visually interesting but still has lots of possibilities like Democracy.

Any thoughts?
#2597
GetPixel once isn't painfully slow. You can get away with a thousand per second with absolutely not noticing.

Is that editor source code available somewhere?

Also if someone is interested RPG Maker MV has some pieces open source, and has the js engine (not the editor) open source. You can even embed it in a blog post apparently.
#2598
General Discussion / Re: Winzip or 7Zip
Sat 29/09/2018 03:13:59
I use 7zip for .zip files on windows but I use .tar.gz files for Linux because it's the zip like file format that I know preserves the executable bits and permissions. This is why most source code websites offer both in the download area.
#2599
ah ok! I am sorry, from the name I assumed bitmap only - as in .bmp only. 
#2600
was looking SaveScreenShot in the manual today... I noticed it says one can choose either .pcx or .bmp .
I think it's only .bmp, but I am not sure, since it appears it just saves the buffer directly to file. Just wanted to fix it, since I think .pcx only exists in the engine for preload.pcx image (but I can be wrong).
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