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Messages - eri0o

#2781
Whoa! PlayQueued is a nice command! Thanks! :D
#2782
Hints & Tips / Re: I Want Out!
Wed 20/12/2017 00:57:08
Ok, I have the brush, the fully charged flashlight, the key, the metal bar, dynamite with lighter, chewed gun, electric cable, coin, screwdriver, broken wrench, shovel, metallic object, taped bottles and the wooden board.

I have no idea how to get the rope (I thought the metal bar would move the debris, than the dynamite, than the wooden board, then the shovel, I can't unstuck this ropeeee). Also the statue is cracked but not broken. I have no idea how to climb the ashtray and get the exit sign. ???
Edit: ok, eventually I won (well...)! Nice game!
#2783
I noticed the music position in ms is not updated every frame. Is this intentional?

I came up with the following code to fix this, where actualACMusMs has the true music position:

Code: ags

AudioChannel *acMusic;

//fix to report correct music position, game in 60fps
int frame;
int acMusPreviousMs;
bool startedRepeat;
int frameWhenRepeatingStarted;
int actualACMusMs;

void playMusic(AudioClip * musicClip){ 
  acMusic = musicClip.Play(eAudioPriorityHigh, eRepeat);
}


void repeatedly_execute_always(){
  if(IsGamePaused()==1 || acMusic==null){
    return;  
  }

  frame++;
  
  if(acMusic.PositionMs==acMusPreviousMs){
    if(!startedRepeat){
      frameWhenRepeatingStarted=frame-1;
    }
    startedRepeat=true;
    actualACMusMs = acMusPreviousMs+(frame-frameWhenRepeatingStarted)*16;
  } else {
    startedRepeat=false;
    actualACMusMs= acMusic.PositionMs;
  }
  
  acMusPreviousMs = acMusic.PositionMs;
}


I did this because I am experimenting with some music in my game that is active, like, I switch music depending on changes on the environment, and needed to correctly position the music when switching.

Also, imagine a graph:

(music 1)--->>(music 2)<< loop music 2 forever

How would you detect music 1 has ended and you need to proceed to music 2? Also if I have crossfade activated, how should I force crossfade to not happen then?
#2784
I like this idea, please don't destroy the points if the background is replaced by one that is 2 pixels bigger.
#2785
I use Jira on my day job for projects, I like it but I am curious if everything can be made public and easily indexed by Google - Jira search is pretty awful in my experience, even with all tagging options. Confluence is pretty cool and I ported old docx texts to it using pandoc with relatively good success. Bitbucket I am not sure if it allows multi user open source - for free. Atlassian also owns Trello.
#2786
A long shot, but try the AGS Beta 3.4.1 RC 3 and see if it opens.
#2787
Hey! I am trying to understand Custom Tweens. I have a int variable that I want to tween. The code below is pseudo-code to explain this idea. How to do this?

Code: ags
int aVariable;

game_start(){
  aVariable = 10;
}

void something(){
  aVariable.Tween(1.5, 70, eEaseLinearTween, eNoBlockTween);
}
#2788
you can use CTRL+ALT+X in game to close it.
#2789
Oh yeah, forgot to say that this is pretty much a guaranteed purchase from me and that the trailer is great 8-) The establishing shots look awesome in the trailer. The narrator is great too! I had to watch twice to check if you had already added voice over because the narrator is so good! (...I only don't like the fire shot sound at 39 seconds)
#2790
Thanks Crimson Wizard!!!! :-D It actually works! (nod)

My code is like this:

AltTabSoundStutterFix.asc
Code: ags

int previousSystemVolume;

void game_start(){
  SetMultitaskingMode(1);
  previousSystemVolume = System.Volume;
}

function repeatedly_execute()
{
  if (!System.HasInputFocus && IsGamePaused() == 0) {
    previousSystemVolume = System.Volume;
    System.Volume=0;
    PauseGame();
  } else if (System.HasInputFocus && IsGamePaused() == 1) {
    System.Volume = previousSystemVolume;
    UnPauseGame();
  }
}


I am considering switching the repeatedly_execute for a repeatedly_execute_always to make it work even in the middle of animations, otherwise it has to wait it happen before. I also noticed that it doesn't pause background animations (the 5 frames in the bg).

@Snarky! Can you move this thread to Advanced Technical Forum ?
#2791
Hey! When I alt+tab an AGS game, the audio likely rolls a dice, and on a odd number, it glitches, producing looping sound that sounds like the previous 200ms of sound. Is there a way to prevent this? If I could detect from in game the loss of focus, I could try to lower the volume.
#2792
This looks so good! :O I love this! Just followed you in itch.io! :D
#2793
Hey, it seems I solved the error. It appears that view and loop number isn't updated in sync with frame.

Code: ags

ViewFrame * tvf;
int i_view;
int i_loop;

function repeatedly_execute_always(){
  i_view = cChara.View;
  i_loop = cChara.Loop;
}

...
function late_repeatedly_execute_always(){
  ...
  tvf = Game.GetViewFrame(i_view, i_loop, cChara.Frame);
  ...
}
#2794
Hey, I have a code as below, my character cChara is correctly shown in screen. But SOMETIMES, I get an error on the line that has Game.GetViewFrame, stating Error: GetGameParameter: invalid frame specified.

Code: ags

ViewFrame * tvf;

...
function late_repeatedly_execute_always(){
  ...
  tvf = Game.GetViewFrame(cChara.View, cChara.Loop, cChara.Frame);
  ...
}


The only thing I gathered is it happens when the character is walking to some direction and I click to force him walk down, and my walking down (and up) animation has one less frame then the walking right and left.
#2795
Ok, so today I lost some hours of my life coding NormalMap with AGS Script.

In case you want it, Download the Demo here!.

I don't think it looks good, I decided to ditch this idea, but maybe someone wants to try and test this.

I based my code on the code here.

If someone does make it better, faster, please share your enhancemets here!

#2796
Hey Crimson Wizard. The PDB files you told... I am trying to debug one of those 0xC0000005 exceptions: in a specific computer, running Windows 7, selecting the OpenGL driver gets an exception, program pointer +5, but it works for Direct3D - https://i.imgur.com/BBN6mxs.png . I used the beta that was available on 29 November ( https://www.dropbox.com/s/enevvalninme7cn/ags-editor-3.4.1--pre-rc3.zip?dl=0 ). Please release those with RC3. My game Dungeon Hands was executed by more than 40 people, and it worked without errors on Windows 10 - at least no one reported.
#2797
Hey Alan!

The blend modes, could it be a plugin somehow? I would like to be able to use it with the main branch. I would like to have an object using a blend mode like overlay or multiply, on top of everything, to help with proper lighting.
#2798
Ah, I made it with the 3.4.0 latest stable :D the code on github is that. I then copied to another folder and built the game with 3.4.1 to get OpenGL support to work with Windows 10. The Linux Version I shipped is based on 3.4.0 exe though.
#2799
Thanks Surdy! Hey Cassiebsg, tested with touch on Windows. You may have a point on playing on tablet.



I may expand the game and add AI if I find out how to build to Android :P. And Crimson Wizard, thanks for the module linked! I will be very useful. 8-)

#2800
Thanks Mandle, CaptainD and Cassiebsg!

We wanted to add special habilities on some base cards and do some more special cards, but time was short.

I used the Drag and Drop demo from Crimson Wizard as starting point, so there are three characters: heroes, monsters and table, and three inventories on screen. I wanted to add the possibility to double click a card to place on table but didn't know how.

The code is on github, (AGS folder), I will organize later. https://github.com/ericoporto/DungeonHands

I created a cards module to hold information on cards and a play module that deals with turns and the rules.

Edit: if someone playing with the code could gently build for OSX or Android :O
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