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Messages - eri0o

#2701
You can use a simple array of strings to store the quest text, an array of booleans to tell if the quest has been completed and another array o booleans to tell if the player knows the quest. Use a enumerator or defines to srefer to the quests index in your code. Use a function to show and hide your GUI, that will also update your GUI and finally two labels, one for solved quests and another for known but not solved quests. This is just a suggestion on a simple system structure.
#2702
Did you had to fork and do new stuff to get it working? Are your modifications public? I am.going to start messing with OSX build soon. Can it run plug-ins? I was interested into trying to add joystick support.
#2703
Hey Radiant! Did things eventually worked out for you?
#2704
Celeste and Dandara are recent games that have Brazilians on the dev side, so I think they are fine. Massive Galaxy will be released soon from a Portuguese team, so it will probably support Portguese too. If I remember some more, I will edit here...
#2705
Hey, which Portuguese? I am from Brazil and it has some differences from Portugal. Some games have translation for ours and some games have translation focused on Portugal.
#2706
Hey CW!

I tested my game on your latest apk! Here is the video!

It's working great! :-D (except for the part that I have to rethink the touch areas for fingers instead of... pen input...)
#2707
Hey! You were right CW.  Now I just need someone to help me figure out how to fuse both Windows and Linux version in the same code and which ifdef can save me.

agsjoy.dll (SDL2 edition) | SDL2.dll (you need to download this one too!)

libagsjoy.so

I created a folder called WindowsVersion in my repo. Source available on Github (requires VS 2017 )

Note that feature parity with Wyz plugin hasn`t been reached yet.

Note: Build your game using Wyz's .dll and then switch in the game folder for this fall and SDL2.dll if you want to test it.

Edit:
I think to add each ePOV enumerator to the editor, to be compatible with Wyz's agsjoy, I would need to use something like editor->RegisterScriptHeader . The values I got from experiementing, but I don't know if I should get them from somewhere...

Edit2: has someone ever written a plugin for OSX? How does one build for it?
#2708
I recently wanted to add joystick support in the Linux version of my game. I saw Until I Have You in my Steam library had it. Dualnames pointed me to qcaptain Nemo, and qcaptain Nemo was kind enough to provide me the source he wrote. He told me I could do what I want, and if I shared, I should stick a MIT license in it... So, here it is.

Github Repo | Release

When launching your game from command line, it will happily state Plugin 'agsjoy' loading succeeded, resolving imports... !

Just place the libagsjoy.so in your <Game Name>/Compiled/Linux/data/lib64 folder - I haven't yet built for 32-bits. :/

libagsjoy.so (64 bit)

Bear in mind this code uses SDL2, so your game will be dependant on SDL2 .
#2709
this is soo pretty :O I also like the music a lot! 8-0 (is that a tentacle?)
#2710
🚨hey, if you are looking for my plugin below, please try instead AgsAppOpenURL plugin here: https://www.adventuregamestudio.co.uk/forums/index.php?topic=60640.0🚨;

It worked!

binary release | github repo

Use this like below:
Code: ags
  if( System.OperatingSystem == eOSWindows ){
    ShellExecute("open", "rundll32.exe", "url.dll,FileProtocolHandler http://www.google.com");
  } else if( System.OperatingSystem == eOSLinux ){
    ShellExecute("", "", "xdg-open http://www.google.com");
  }

Right click, save link as... libagsshell.so

Right click, save link as... agsshell.dll

I actually didn't generate the above .dll but if someone with Windows could confirm the above code works. I based on monkey0506 code linked above.
#2711
@Snarky, have you tried using Wine in MAC ? My experience in Linux is to either use Wine or boot on Windows (for AGS and AGS Games that have been built to Linux). Virtualbox gives me weird results.
#2712
hey, does someone have any idea on how to port this plugin to Linux ?

edit: I found a source here: https://bitbucket.org/monkey0506/ags_shell/src/6516d82861c2?at=master

But I am not sure on how to start.

edit2: I started a repo here: https://github.com/ericoporto/agsshell

Trying to find the equivalent command for Linux to be able to port it...
#2713
Hey!

I think since AGS 3.4.1 you can set the line spacing in fonts, over properties, inside AGS. It's awesome!

I just found a little bug, when editing a GUI in the editor (multiline label using [ character), the font LineSpacing is not considered for rendering the GUI in the Editor - but will be considered when the game runs in engine!

Just reporting for now.
#2714
Hey.



Just adding some modifications in the original, mainly removing the anti-alias for instead using pixel lines.

Rope Test example room

Updated, to demonstrate how to use. Now Rope has a GetGraphic() property, that passes the integer that points to the sprite, so you can apply it to an object, an overlay, a GUI or anything.

using Rope.Create(int rope_area_width , int rope_area_height, int rope_thickness = 1, int rope_color = 65535 )

you have to set the area, also you can set the color and the rope thickness.

Rope.scm - Rope packaged as a module.

Rope.ash - the .ash file , the header.

Rope.asc - the .asc file if you just want to read.

Maybe this modification is useful for someone.

Chicky asked for help getting it to work on the Discord chat, but if you noticed, I cheated by removing the anti-alias part.
If someone has a better understanding of DrawAntialiasedLine and can make it work in similar fashion with AGS 3.4.1 in an object in the room, it would be useful!
#2715
Hey I would like to link some sites for remote work too (don't know if they are useful, but I have my eyes on them for some time...):

remoteok.io
jobs.github
stackoverflow/jobs
jobspresso.co
weworkremotely.com
indeed.com

How is the market of where you live? Would a local studio near you exist? Are there gamedev groups to be a part of? Also if you want to make games, if your country has any funding for this, you can apply for grants - here in Brazil it's possible to apply for most grants as a company and some very thin grants as a person.

About setting up a Patreon, I see Godot has one and the guy from Phaser has one too. For a open source tool comparison, individual devs, Øyvind KolÃ¥s and ZeMarmot from GIMP have accounts there too - but GIMP itself has other means to sustain itself. A successful open source dev in this model is the guy from VUE.js, maybe too far from gamedev - notice he never posts anything in the site. Some people I know from here apply to Patreon and our local equivalents of it. ko-fi and Paypal donation buttons usually are prominently shown in open source dev pages, at least in JavaScript land.  Here is a post from Eran Hammer on payment and open source.
#2716
Right, playtesting is totally Spencer.:-D
#2717
QuoteScripting sequential events is also super-easy. You can write a script which works like a movie script where the game waits for each event to complete before moving on to the next. it sounds simple, but other game engines seem to be designed around things happening simultaneously, based on lots of different inputs.

Damn, I missed this thread when it was written. The above sentence from Ali is my most beloved feature. I love the editor, the intellisense and all, but the way I can just write things in script and they happen in smart order, not everything at the same time, is awesome! Doing this in any other engine is a pain! (callbacks everywhere!!!)

If I could add something, it would be like threads or parallel instances of this queue of events, so things could happen in background and be scripted as easy as blocking functions in normal scripting.
#2718
Disclaimer: this an article that I sketched long ago, but didn't knew if it was good enough, so I am throwing here to see if ideas can come up to make it better because I want to address this general idea in my blog.

I noticed recently that during the week I am more keen on games that have story depth, but I can get tired if a game is too demanding skill wise. On weekends, I am usually well rested, and like to be challenged.

Once I saw a tweet by @gritfish that said:

Quote"I honestly believe we need to  change the way games do difficulty / game modes to something like:

I'm here for the story
I'm here for challenge
I'm here for a second & harder playthrough
I'm here to take photos
I want to play with the settings and I'm okay if that breaks things
"

Well, I like this idea. But I am also slightly lazy, I am not coding different game modes.

I've read Designing Virtual Worlds, from Richard Bartle, and he talks about the 4 types of players he discovered while analyzing MUD: Achievers, who like to achieve defined goals; Socializers, who gets greatest rewards interacting with other people; Explorers, who likes to learn more about the virtual world; Killers, who like to dominate others. He goes on to explain how to create a virtual world that attracts each subset of players.

Players of Magic The Gathering may be familiar with this idea, it's R&D and Mark Rosewater divide players in three categories: Timmy, a social person who wants to have fun winning big (the RTS equivalent would be having a big base before unleashing a final gigantic attack); Johnny, who wants to express himself through the game; and Spike, who plays for the winning and competition. Recently they also started considering hybrids of these players.

On with adventure games. They are mostly known by stories, puzzles, the exploring and the pace on the control of the player. Psychographics can be defined as a quantitative methodology used to describe consumers on psychological attributes. Psychographics has been applied to the study of personality, values, opinions, attitudes, interests, and lifestyles.

I would like to propose here psychographics for Point and Click Adventure Games:

- Stella, who plays for the Story;
- Paula, who plays for the Puzzles;
- Ezra, who plays to Explore;

So each time I create a room in a game, I try to look if I am leaving each of these players, something to play with, and also, I usually choose one of them to focus more on each room.
#2719
Yes, it got solved! I think each .asc listed under script (not rooms) repeatedly_execute, are called from top to bottom and me not paying attention lead to ultimate confusion!
#2720
Ha CW, I found the thread I think you are talking about: this thread here.

From the thread, the available options were:
- using only mouse to skip text ;
- modifying alleg-allegro/src/win/wkeybd.c , to remove the section with /* ignore special Windows keys (alt+tab, alt+space, (ctrl|alt)+esc) */ ...  (I don't think we need to prevent alt+tab from being handled in game if it isn't handled... So removing kind makes sense, but I can't understand why this would work ) ;
- letting go (lot's of games don't play well with alt+tab and people are usually fine?) .

Edit:

I went with using only mouse to skip text. This solves the problem.
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