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Messages - eri0o

#2621
I use a GUI with an animation attached to it's background. I believe this is the GUI Animation Module I use.

On a per case basis I do some more fanciness, but is totally room dependant. If a room only exists under rain, for example, I just do it directly in the background and use objects to help with water splashes.
#2622
This is my .gitignore, I have an aditional file under Compiled/Windows called vXYZ.txt where I write my changelog, and I wanted to keep it under git. I ignore memory dumps that happen when I have a crash.

Spoiler
Code: ags

# Adventure Game Studio git ignore
# --------------------------------
# Compiled
_Debug/
_Release/
Compiled/
!Compiled
Compiled/*
!Compiled/Windows
Compiled/Windows/*
!Compiled/Windows/v*.txt

# User
_OpenInEditor.lock
Game.agf.user

# backups
Game.agf.bak
backup_acsprset.spr

# memory dumps
*.dmp

[close]
#2623
Completed Game Announcements / Re: Unavowed
Sat 11/08/2018 23:13:58
OMG so many doors! Also this is so so beautiful. A loooot of details, a fantastic way to create the playable character at the start. And fantastic voice acting! I still haven't finished (I just need some more free time!!!!) Also I needed a game to gift my family members who got me into Blackwell and now I have a perfect one :]

Sawyer, how did you play on the phone?  Edit: Oh the directly from Wadjet Eye version!
#2624
I commented both // CreateShaderProgram(, and I have no more #version errors. But I still have a black screen. Unfortunately no more errors on console... :-\

#2625
Ok, I assume I have to comment/remove things and rebuild the libs for this test correct? I pointed the release 3.4.1 branch and you pointed the master branch. Which has the correct Android port to run a game built with the latest release of the editor? (AGS 3.4.1.14)

Also, a guess... Should the string version be #version 130 es\n\ instead of #version 130\n\  for EGL on Android?
#2626
I don't know if this helps, but I caught this right before the black screen:

08-07 18:03:29.732 24951-25105/com.mythsuntold.futureflashback I/Adreno: ERROR: Invalid #version
08-07 18:03:29.733 24951-25105/com.mythsuntold.futureflashback I/Adreno: ERROR: Invalid #version

Spoiler

(i this related to this comment on Engine/gfx/ali3dogl.cpp ?)
Code: ags

...
void OGLGraphicsDriver::FirstTimeInit()
{
  // It was told that GL_VERSION is supposed to begin with digits and may have
  // custom string after, but mobile version of OpenGL seem to have different
  // version string format.
  String ogl_v_str = (const char*)glGetString(GL_VERSION);
  String digits = "1234567890";
...
[close]
#2627
Ah, ok. I seem to have the same error as Privateer Puddin' that I get black screen when using the hardware renderer, so I was wondering if the problem was in the config files.

here are both my working acsetup.cfg and android.cfg (using Software Renderer)
Spoiler

acsetup.cfg
Code: ags

[sound]
digiid=-1
midiid=-1
digiwin=-1
midiwin=-1
digiindx=0
midiindx=0
digiwinindx=0
midiwinindx=0
[misc]
game_width=320
game_height=180
gamecolordepth=32
titletext=FutureFlashback Setup
antialias=0
notruecolor=0
cachemax=131072
user_data_dir=
shared_data_dir=
[graphics]
defaultdriver=D3D9
driver=OGL
windowed=0
screen_def=max
game_scale_fs=proportional
game_scale_win=max_round
filter=stdscale
vsync=1
render_at_screenres=0
[language]
translation=
[mouse]
auto_lock=0
speed=1


android.cfg
Code: ags

[misc]
config_enabled = 1
rotation = 2
translation = default
[controls]
mouse_method = 0
mouse_longclick = 0
[compatibility]
clear_cache_on_room_change = 0
[sound]
samplerate = 44100
enabled = 1
threaded = 1
cache_size = 10
[midi]
enabled = 0
preload_patches = 0
[video]
framedrop = 0
[graphics]
renderer = 0
smoothing = 0
scaling = 1
super_sampling = 0
smooth_sprites = 0
[debug]
show_fps = 0
logging = 0



[close]
#2628
Hey, are the Android libs here the latest ones? (Native engine libraries, for making your own signed APKs)

In android.cfg, after setting renderer = 1 under [graphics], do I need to do something else to use the hardware render? Does the Android version also requires the acsetup.cfg file?
#2629
Not without the use of a plug-in or an external software that grabs the file.
#2630
Engine Development / Re: File access on Linux
Thu 02/08/2018 16:53:20
Wait, Mac is case sensitive too, isn't? Also Android and iOS too, no?
#2631
Engine Development / Re: File access on Linux
Thu 02/08/2018 14:22:54
@Snarky, when you say fails, you mean crashes with an exception, or does not work (but doesn't loudly fails)? If it's failing silently, then a game is needed to test and findout what is wrong. If not, a minimal game is still desirable, but can also be made. Either way, if there is an exception, it's better to have it.
#2632
github.com/sonneveld/agscommunity/blob/sdl2-port/

can you try the above repository and branch? It's still WIP but I found it easier to use. Requires game to be on 3.4.1.13

Edit: oops, now I read iOS instead of macOS. Don't know if the above works on iOS, never tried.
#2633
Morganw, you are amazing, you fixed so much stuff that went wrong with the conversion! And that checklinks script is a life saver!

Hey! Thanks to CW, the repo is being moved to here : github.com/adventuregamestudio/ags-manual ! :-D

The other one still works, and for the time being, I will port any modification manually from one to the other, but once TravisCI is working and building correctly on the new one, it should be the correct one to develop for!

Edit:

It's live here: adventuregamestudio.github.io/ags-manual/

morganw and snarky, please use the  ags-manual under adventuregamestudio !!!! (nod)
#2634
Project:
The AGS Help - a candidate for leading the future in the online help and the Manual!

Details:
I and Morganw have been working a possible candidate for the future of AGS Help.
The still in evaluation help project is hosted in this Github repository.
Discussion on the text and new texts and alterations is done using the repository issues.
The editing of the texts is done through the project wiki. The reading of the texts can be both throught the wiki and the webpage.

Positions Available:
Right now we need a person with AGS experience to do good writing on the visual Editors (Room, Characters, Inventory...) and possibly tutorials. Also someone that can do a reading and find texts that are not correct for current stable version of AGS (3.4.1.13).

You can only work on a page of the manual. If you are interested, you can discuss and write your text directly in the Github Issue page!
Once a task is claimed, I will mark it here with an "x" on the corresponding item.


If you have interest in writing on a different topic, create an issue on the Github issue tracker detailing your interest!

Deadline:
I'm looking to have this written until mid August. I want the project to be considered either mature enough to be moved to the Github AGS organisation or a complete and utter failure so I can test a different solution.
I believe that content generate won't be lost, even though code on the help itself can end being thrown away.

Comments:
Interested parties can reply to this thread or contact me via PM.

UPDATE (29th July):
Hey, the repository moved to the AGS organization on github and the wiki is opened for editing . I've updated the important links on the previous message.
#2635
You can also draw on a graphic overlay
#2637
Hey morganw! I am doing something wrong because I get an error on everything...

here in the .travis.yml, the third line after script, has the line of how I am running the link checker. the result is being placed here on every build

I have the same error on my computer ( Ubuntu 16.04, awk 4.1.3 )

Also, on the Travis-CI, it's being triggered by the agshelp repository instead of the agshelp.wiki repository. I don't know if I can trigger by changes on the wiki, but will check it out if it's possible!
#2638
I think I found a way, it is the following, I would create a page like theindex.rst and create a toctree with maxdepth 4 and place only one element named index (the renamed Home.md), and then Sphinx would create an index like thing. The alternative I have is manually creating an index. This is because it's relatively hard to findout the hierarchy of a bunch of markdown files thrown in a flat folder.
#2639
First, about the index, I don't know and would need to research. For this to work, one time links have to be recognized as toc tree (need to use bullets in markdown) and references like See Also must not be recognized as toc tree.

In the new Scripting Language section, are these valid topics? I really don't know how to teach programming.

Scripting Basics

First Time Scripting
- .asc and .ash extensions
- How to edit
- Hello World
- How to build and run
- Building error
- Runtime error
- Script ordering

Arithmetic and Strings in AGS Script
- Initializing Variables
- Arithmetic expressions
- Order of Operations (should have a see also link-to-big-list-of-operators)
- String
- Constants with Enum and #define

Writing less code
- Creating a Function
- Struct
- Preprocessor

Controling program Flow
- Conditional expressions with if
- Switch
- While loop
- Variable Scope and nested blocks

Arrays and pointers
- accessing arrays and pointers
- arrays and pointers in arythmetic

Managed Struct

Loading a Module

Tutorial: Pong in AGS
#2640
updated the README. | html page render

Moved conf.py to directory _source/, now the agshelp.wiki is cloned as directory source/ and later conf.py is copied onto it. Renamed Home.md to index.md, so that index.html is created correctly (instead of Home.html).

I noticed the \ line break is not recognised by Sphinx markdown.

I recommend using a new blank line below a line that needs a line break, it's not pretty in markdown but works. Otherwise, when there is a list of links, let it be a list of links like:

Code: ags

- [link1name](link1)
- [link2name](link2)
- [link3name](link3)


I believe the Recommonmark plugin should understand the list of links represents a toctree and act accordingly.

Since morganw fixed a ton of inconsistencies are gone and many links works which can be seen in both the wiki and the rendered web pages.
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