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Messages - eri0o

#2821
Hello, my game occasionally gives the error below at a specific point:

An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x00000000 ; program pointer is +5997, ACI version 3.4.0.16, gtags (72,0)

AGS cannot continue, this exception was fatal. Please note down the number above, remember what you were doing at the time and post the details on the AGS Technical Forum


The part of the game is a change room where I switch the music. The error doesn't happen every time, only sometimes. How do I do diagnostic of these type of errors? It generated a dump but I don't know how to read it. I am using the version: AGS Editor .NET (Build 3.4.0.16), v3.4.0, March 2017.

Thanks
#2822
Mouse cursor moves correctly if the game fps is 60fps
#2823
Hey CW, I checked and things appear to build successfully and Vsync with OpenGL appears to work. Haven't checked the manual yet.

EDIT: Got some time to read the included help file and I saw the new default setup, the updates in global settings regarding script compatibility, the windowed property and to me the manual seems to be updated. (nod)
#2824
AGS Games in Production / Re: Future Flashback
Sat 04/11/2017 21:39:31
Hey @ClickClickClick, I am sorry, no real time travel, only memories. The description in the website actually is the one we opened this thread with. There is a feature list in the presskit, but I am not sure yet if we can do a better writing there on our intentions in the project :)
#2825
AGS Games in Production / Re: Future Flashback
Sat 04/11/2017 20:00:38
We have a website!

futureflashbackgame.com

We are creating a website and also now we have an official twitter @futureflashbck. We hope to use those as ways to connect to people interested in the game so we can feel if there is interest! Please provide feedback on the website. 8-)
#2826
Hey, I loved your long posts! Have you filmed people playing your game? I would love to see that! And does the paper posters show the rooms stitched?

The animated waypoint arrows are a great idea! I also loved your Quick Help screen. These are things I maybe will steal :tongue:

I am anxious to play your game! Great Work! The animations are amazing! :-D

#2827
What does the tag/field LowRes mean?
#2828
Code: ags

<Sprite Slot="72" Width="48" Height="64" ColorDepth="32" Resolution="LowRes" AlphaChannel="True">
  <Source>
    <FileName>img/kyle/kyle_face/kyle_face1.png</FileName>
  </Source>
</Sprite>


Hey, looking above (a piece of Game.agf xml) it's not stored if the alpha was made using leave-as-is, topleft pixel, no transparency, top right pixel... :/
#2829
if there is support for multiple sprite files, it should be simple to break it in a new one on each import, right? I also think that, if the source links are still available it should be able to rebuild from source - which would help for reimports instead of having to load the sprite window and go on each clicking replace from source.
#2830
My idea would be using a global variable to store the information that you visited the room.

1 - using global var
the global variable is in Explore Project, and then right click in the table.


2 - creating a global var
inside, create a boolean variable, select a name you will remember.


3 - Create event for room enter
Click on the three dots (...) either in enter room after fade-in or enter room before fade in.
Spoiler
[close]

4 - setting the global variable
inside the function that opened, attribute true to the global boolean variable you created.


5 - add the check in the function
I don't know if you are using hotspot object or whatever, just click in the interact three dots (...) to go to the respective function.
Spoiler
[close]

6 - write the if case
then you basically need to check if the variable is true (player has visited) or false (player didn't visited).
#2831
git-lfs would allow to version control your source and store the large binary file, but not version your large file, because each version would require it entirely so it would quickly reduce your available storage.

Alternatively, you can use Dropbox paid account for your project since it allows versioning - if you have a spare server and don't want to spend money on Dropbox, Nextcloud provide the same functionality if you install yourself.
#2832
AGS Games in Production / Re: Metaphobia
Tue 31/10/2017 21:18:26
I love the apartment design. It's amazing! It has everything. Really incredible. (nod)
#2833
Thanks for the write up Fitz, I really liked reading through. And thanks for the how you did the cat eye pupils, that was very interesting :] Lots of ideas for cutscenes now. (laugh)
#2834
This is amazing. I love this. Is there any part of the code where you did a smart trick to get a specific effect, that would be cool to mention? And when developing, how did you go to not have to play whatever you developed before over and over?
#2835
Hey @Eric Matyas! I love your Virtual Cinema, with the ocean. If you ever have time, can you do some quick panoramic shoots of cityscapes? Thanks :]
#2836
Thinking about the Blue Cup as an actual item in game, or maybe some item in the background.

What uses would you guys give to it in game, or what have you seem done in a game? :)

Edit: Well, this is actually a topic for Adventure Related Talk & Chat, can't find the delete button...
#2837
AGS Games in Production / Re: Future Flashback
Sun 29/10/2017 15:25:37
Hey thanks ClickClickClick and Cassiebsg! About the nitpick, I agree with you, I did a small adjustment... :-\

Spoiler
[close]
#2838
AGS Games in Production / Re: Future Flashback
Sat 28/10/2017 21:45:10
Theme music updated!

Hey small update, just wanted to show the Title Screen with the new version of the theme music. If anyone has the habit of listening to music through YouTube on TV, you may want to listen to the following video.

If you haven't subscribed, please do, if we get to 100 subscribers we can have a proper channel URL. 8-)


#2839
Question, does tween module and timer module expose the loopcounter they use? I guess they would also be important to save - just remembered I use both with GUIs in lots of room puzzles.

I wouldn't mind saving stuff like isWalking, but stuff like this usually isn't writable, so they wouldn't be recoverable.

I like your approach Snarky.
#2840
Hey Monsieur OUXX, the goal isn't being able to survive AGS upgrades, this goal is already achieved by the current implementation. The goal would be surving additional content or bugfix for the Game (made in AGS).
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