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Messages - eri0o

#2661
the positive 7 to 1 are intended for the foreground object, correct ? I think I found the code for the negatives and made the like:

-1 25% (1.0/4.0)
-2 33% (1.0/3.0)
-3 40% (2.0/5.0)
-4 50% (1.0/2.0)
-5 66% (2.0/3.0)
-6 75% (3.0/4.0)
[nothing]  100%  (is this understanding correct?)
-7 0%

I edited accordingly the code for the positioning too - I replicated the fractions.

I am trying to create more layers in the background (now there are only two -1, and -2), but I am having a hard time making them transit from the foreground layer. Imagine like a tiny plains in the background, to achieve something like the line scrolling Street Fighter 2 uses on the ground, but instead on the distant space...

The idea was to apply in this background example video here . the failed lines.

I can open a topic in the technical forum if it's better.
#2662
Hey! I love the smoothscroll + parallax module! It's really awesome!

But I find myself in need of more layers for the background to make things work prettier... Has someone ever added layers ?

I would need something like 25%, 33%, 50%, 66%, 75%, to go from a static (but animated scrolling) sky, to each layer until the front layer...

#2663
General Discussion / Re: Lenz Flarez!!!11!
Sat 23/06/2018 15:43:52
Sorry for Necroing... But does anyone still has the lens flare module from Ryan Timoothy ?
#2664
Hey, sorry for necroing. Has someone experimented with this plugin and FakeScreen? I am looking into it and it appears to work fast enough for 320x180 . Is something I am missing?
#2665
Thanks Monkey0506 . I was just trying to make something fast that could work on Windows, but I wasn't very eager to install Android Studio on it... I just used it as an alternative to your plugin for myself, on Android Studio on Linux. :/

here is a gitignore for Android Studio projects if someone ever needs one
Spoiler

.gitignore
Code: java

# Built application files
*.apk
*.ap_

# Built application middle files
/*/build/

# Files for the ART/Dalvik VM
*.dex

# Java class files
*.class

# Generated files
bin/
gen/
out/

# Gradle files
.gradle/
build/

# Signing files
.signing/

# Crashlytics configuations
com_crashlytics_export_strings.xml

# Local configuration file (sdk path, etc)
local.properties

# Proguard folder generated by Eclipse
proguard/

# Log Files
*.log

# Android Studio Navigation editor temp files
.navigation/

# Android Studio captures folder
captures/

# IntelliJ
*.iml
.idea/workspace.xml
.idea/tasks.xml
.idea/gradle.xml
.idea/assetWizardSettings.xml
.idea/dictionaries
.idea/libraries
.idea/caches

# Keystore files
# Uncomment the following line if you do not want to check your keystore files in.
*.jks

# External native build folder generated in Android Studio 2.2 and later
.externalNativeBuild

# Google Services (e.g. APIs or Firebase)
google-services.json

# Freeline
freeline.py
freeline/
freeline_project_description.json

# fastlane
fastlane/report.xml
fastlane/Preview.html
fastlane/screenshots
fastlane/test_output
fastlane/readme.md

# OS-specific files
.DS_Store
.DS_Store?
._*
.Spotlight-V100
.Trashes
ehthumbs.db
Thumbs.db


[close]
#2666
Very weird question: sometimes I have to just sketch some weird math logic, and I build my game a thousand times just to read the result on a display function. Does an ags script interpreter for only the non graphical functions (maths and String I think) exists? A headless ags of sorts... Maybe AGS Script is based on something of same syntax...
#2667
Hahaha I literally didn't knew this was possible, AGS really has so much stuff 8-0
#2668
A box where I could type which function my game would use for speech, so Dialog, Voice Script and Translations would know :O
#2669
the Wait function is blocking, which is usually something you do not want in a repeatedly_execute. Instead, account for each tick that repeatedly execute rans and use it as wait... Something like:

Code: ags

int tic_counter;

function animatemenu()
{
  tic_counter=tic_counter+1;

  if(tic_counter>21){
    btnMenu.NormalGraphic = 15;
    tic_counter = 0; 
  } else if(tic_counter>14){
    btnMenu.NormalGraphic = 11;
  } else if(tic_counter>7){
    btnMenu.NormalGraphic = 13; 
  } 
}
 
function repeatedly_execute() 
{
  //Animate Menu Button
  GUIControl*button=GUIControl.GetAtScreenXY(mouse.x,mouse.y);
  if (button==btnMenu) {
    animatemenu();
  }
}
#2670
Hey AGA! The exatcly same chrome warning happened again!

http://www.adventuregamestudio.co.uk/forums/index.php?topic=33142.0

(www(dot)shuugouteki(dot)net is a harmful website error...)
#2671
I was procrastinating researching the web and found the below post from Grumpy Gamer (misleading title). If you don't want to read it, go for the video.

https://grumpygamer.com/unit_testing_games

I liked the idea of something randomly playing a game until it crashes and logging the crash. Has someone here ever devised such a tool for an AGS game? (I was'n sure where to place this question...)
#2672
Unity runs horribly in ALL my Computers. I have Win10, Ubuntu and OSX. ALL are i7 with 8GB or 16GB. Also Unity isn't open source. I vote for Unreal if there is a need for building on top of something else.
#2673
Actually it's cut short, it probably crashed right after Built library path: d3d9.dll
#2674
Does this happen only in fullscreen? Does it work in windowed?
#2675
Thanks CW! I was doing some testing, and Mouse.Click indeed trigger and order does not matter. Only weird behaviour I had was that once on_mouse_click captures,and proceeds to trigger different Room.ProcessClick, the one that did Room.ProcessClick(mouse.x,mouse.y,eModeWalkto) wasn't making the player walk while all other eMode were working.

But I think it was a problem with some other module. So now knowing the intended behaviour I think I solved it - it was some other function that checked for isButtonDown that had no button down.
#2676
Does a Mouse.Click should trigger a on_mouse_click event? If they are in different modules, does order matter? Does Mouse.Click holds button down (for Mouse.isButtonDown) for a single tick?
#2677
whoa! That's magic! Damn! It worked! :-D

Thank you! This is amazing! (laugh)
#2678
I only skip on Mouse click, so no problem not skipping with Timer... But... I placed game.messagetime = 65535 on game_start at the global script and it didn't work. :/

Edit: If the message is longer, this time is indeed longer, and if the message is short, this time is shorter... So updating it indeed has something to do with speaking the text...
#2679
I removed the if player.Speaking and the same thing happens...
#2680
Spoiler
Code: ags

int originalGraphic;
DynamicSprite * dyn_spr; 
 
void tintPortrait(Character * chr, int r, int g, int b, int s,  int l){
  ViewFrame * chr_vf = Game.GetViewFrame(chr.SpeechView, 0, 0);
  if(originalGraphic==0){
    originalGraphic = chr_vf.Graphic;
  }
  dyn_spr = DynamicSprite.CreateFromExistingSprite(originalGraphic, true);
  dyn_spr.Tint(r, g, b, s, l);
  chr_vf.Graphic = dyn_spr.Graphic;
}
 
void untintPortrait(Character * chr){
  ViewFrame * chr_vf = Game.GetViewFrame(chr.SpeechView, 0, 0);
  
  chr_vf.Graphic = originalGraphic;
  dyn_spr.Delete();
}

void repeatedly_execute_always(){
  if(player.Speaking) tintPortrait(player, Random(255), Random(255), Random(255), 50, 100);  
}
[close]

Of course, let me try to add repeatedly_execute_always to the mix. I have a problem that it doesn't work, the graphics for the portrait is updated in a different rate then the rest of the screen, and after 3 seconds it doesn't update anymore.

I created a minimum game to reproduce this bug, download it here. :X
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