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Messages - eri0o

#2901
Have you tried renaming to  .ogv?
#2902
Hey, just wanted to shout that I REALLY LIKE this module and can't live without it now. Thanks for making it! (nod)
#2903
Hey! I am having a weird button1 that does nothing, except poping a message stating "Has JDK? True and Has Android SDK? True", once pressed with the latest release. ???

Has anyone seen this before? Also I don't have Android (or Linux) available in Build on General Settings.

My system is:

Windows 10, 64-Bits
Adventure Game Studio 3.4.1-7 Beta (downloaded from here)
Android Studio Version is 2.3.3 (built on June 6, 2017)
Java is Version 8 Update 144 (build 1.8.0_144-b01)

I got the plugin from monkey0506 github, v0.0.3-alpha here.

Other than Google Chrome and Steam (but with no games), there is nothing else installed in this computer.

EDIT: Fixed it! I forgot to copy the Android/ in the AGS Editor folder. But now, I am getting build failed...

Spoiler



FAILURE: Build failed with an exception.

* What went wrong:
A problem occurred configuring project ':agsEngineLibrary'.
> failed to find target with hash string 'android-24' in: C:\Users\erico\AppData\Local\Android\sdk
BUILD FAILED

[close]

EDIT2: I installed the Nougat, which is API level 24, using the SDK Manager from Android Studio -> Tools -> Android -> SDK Manager. But Now I am getting "failed to find Build Tools revision 24.0.1". From the SDK Manager-> SDK Tools, I see I have Android SDK Tools 26.0.2 installed. There's no obvious way to get the 24.0.1 SDK from there... :/

EDIT3: Installed build tools 24.0.1. Needed to find my android sdk folder in AppData, in the bin folder, used the command line sdkmanager to install the version with sdkmanager.bat build-tools;24.0.1. Here's a picture on imgur.

EDIT4: So it build correctly ONE TIME. Now it gives me an erro in the console:
Unexpected error: Invalid name.
Parameter name: name


I have no idea what's that. The only thing I did between builds was removing the RSA Key, because the first build created an APK and an OBB file, when I kinda just wanted an APK... But now even adding the key back doesn't solve my problem...

EDIT5: Ok. I deleted everything, and download my game source again, retraced the steps, left the RSA Key empty and buid the game.apk with everything in it! YEY! Except it doesn't work. I only get a black screen and the app exits...

EDIT6: Opening the Android Studio Project I understand what Mehrdad said, because I am getting the following error (using the Android Monitor):

09-10 14:17:06.776 3417-3417/com.erio.ff D/OBB_COPY: File not found exception occurred copying expansion file: /storage/emulated/0/Android/obb/com.erio.ff/main.1.com.erio.ff.obb (No such file or directory)
09-10 14:17:06.826 3417-3417/com.erio.ff D/STORAGE: Expansion file /storage/emulated/0/Android/obb/com.erio.ff/main.1.com.erio.ff.obb not found!
#2904
Engine Development / Re: AGS engine Linux port
Sat 09/09/2017 00:14:12
Hey! I have a small problem on MY COMPUTER but I don't know how to solve. I built the Linux engine in Ubuntu 16.04 and if I try running a game with it, it's excruciatingly slow. So I test and run my own game using Wine. I have Steam in this computer too. I play the Wadjet Eye games and they all work well. When I tried running Until I Have You from Steam it ran as bad as my own built Linux Engine, so I guess there is something more to it. I don't have much installed on this Ubuntu computer since I mostly use it only for developing my game in Adventure Game Studio (with Wine).

My computer config is: i7-7500U CPU @ 2.70GHz, Video is Intel HD Graphics 620 - Kabylake GT2, 16GB RAM, 512GB SSD. Also it's not heating or anything and I can run some fairly heavy stuff on this notebook.
My kernel (cat /proc/version): Linux version 4.10.0-33-generic (buildd@lgw01-22) (gcc version 5.4.0 20160609 (Ubuntu 5.4.0-6ubuntu1~16.04.4) ) #37~16.04.1-Ubuntu SMP Fri Aug 11 14:07:24 UTC 2017


I am posting this in case someone have any idea what's wrong, if I have some wrong library installed...
#2905
If that doesn't work, the workaround I would sugest would be using a GUI thats fully black screensized and tweening it's transparency, and using the instant screen  transition. Then you could create your own screen transition module.
#2906
Leaving a room generates an eEvent for leaving the room

Code: ags

function on_event(EventType event, int data){
    if(event == eEventLeaveRoom){
      //do stuff
    }
}

#2907
You can use player.Transparency and set to 100 to hide and back to 0 to show again.
#2908
AGS Games in Production / Re: Unavowed
Fri 08/09/2017 12:24:05
You can have more rooms, they just won't save state. The more impressive of the 100 rooms is the awesome art they have to go with. Also thanks for showing that trick on how to get the previous room from current, that will be useful in my game :)
#2909
Another option :-\

I Wonder what people who releases games on Steam does or if it's not needed at all and users are ok with it.  ???
#2910
Apparently CAcert can provide free certification and using the signtool I can apply the certificate afterwards. I am a newbie on Windows coding, but mostly googling refers to visual studio... :( Is it possible to do this from AGS on the build phase?
#2911
Hey,

Every time I test my game on Windows 10, when it tries to run, it defaults to Not Run for me. And then I have to do a small click in the box and then have to tell it's safe to run the game or the winsetup for config.

Is it possible to make the game.exe file and maybe also the winsetup.exe trusted executables? And is there a way to configure the Publisher Name ?

Thanks!
#2912
AGS Games in Production / Re: Unavowed
Thu 07/09/2017 12:29:57
OMG I am just watched the recorded dev stream, I am so grateful for your stream, learning a lot!!! Thank you! Also this game looks awesome, until now I got every Wadjet Eye games, so I am looking forward a lot for this one! ;-D
#2913
AGS Games in Production / Re: The Witch House
Thu 07/09/2017 12:26:09
Hey rongel! I like this game premise a lot! Re read the Cthulu mythos in a pretty book recently last week and I really like your screenshots. Your art reminds me of  Edward Hopper's Nighthawks. You seem to be advancing fast, which is awesome! I really want to play your game! :-D
#2914
AGS Games in Production / Re: Lamplight City
Mon 04/09/2017 17:41:38
Hey this game looks pretty and I like this colorful greenhouse! ;-D
#2916
Thanks CW, my Global Script is getting kinda long because I have lot's of GUI in my game - basically lots of different computers and stuff - and I though about separating them in modules, I didn't get Build errors, but they stopped working too. :(

So I guess I will keep adding lots of comments in the Global Script. :-\
#2917
Is it possible to make an event on a GUI point to a function not on GlobalScript.asc ? Is it normal that if I click on the three dots (...) it doesn't lead to my function?
#2918
Hey CW!

I was trying to understand everything and apparently understood what I was supposed to do at the same time you wrote the answer... :-[

I marked the thread as solved. I never thought about looking in the project tree... I get so used to coding... :X
#2919
Hello!

I am trying to understand if it's possible to have separate audio controls for music and sound effects. My first approach was to implement two modules, one to deal with music and another to deal with sound effects. The sound effects module is very simple so I will show it below.

SFXPlayer.asc
Spoiler
Code: ags

AudioChannel *acSound;
int gloabalSoundVol;

static void SFXPlayer::play(AudioClip * soundClip){ 
  acSound = soundClip.Play(eAudioPriorityNormal, eOnce);
  acSound.Volume = gloabalSoundVol;
}

static void SFXPlayer::stop(AudioClip * soundClip){
  soundClip.Stop();  
}

static void SFXPlayer::setGlobalVolume(int soundVolume){
  gloabalSoundVol = soundVolume;
  if(acSound != null){
    acSound.Volume = gloabalSoundVol;
  }
}

static void SFXPlayer::setVolume(int soundVolume){
  if(acSound != null){
    acSound.Volume = FloatToInt(IntToFloat(soundVolume) * IntToFloat(gloabalSoundVol)/100.0);
  }
}

static int SFXPlayer::getGlobalVolume(){
  return gloabalSoundVol;  
}

function game_start()
{
  gloabalSoundVol=100;
}
[close]

So the idea was that manipulating the volume of the returned audioChannel I could set it's volume to the appropriate one from a previously set volume. So this approach kind of works, but some sounds are not passed through neither my MusicPlayer module or my SFXPlayer module. I am talking about the sounds originating from view frames, like the sounds of the main character walking and the sounds in between complex animations... So my question is, is there any way to set those sounds volume?

I know there is a variable called System.AudioChannelCount that tells me the number of SystemChannels, and I can access them using System.AudioChannels[ i] ... But I couldn't find out how to use this information to create a sounds volume control. I think if I could understand which audio channel is currently holding the current music, I could assume all other are dealing with the SFX, but I have no idea what to do with this information...

EDIT:

Maybe I need to do something like this, but I don't know where yet.

Code: ags

//AudioClip * currentMusic;
//this variable holds the current playing music

int i = 0;
AudioChannel *ac;

while (i < System.AudioChannelCount)
{
  ac = System.AudioChannels[i];
 
  if (ac.PlayingClip != currentMusic)
  {
    System.AudioChannels[i].Volume = globalSoundVolume;
  } else {
    System.AudioChannels[i].Volume = globalMusicVolume;
  }
  i++;
}


EDIT2:

Apparently the AGS Manual says the following:

QuoteAGS currently has an 8-channel audio system, which means that up to 8 sounds can be playing at the same time. With the default Audio Types settings, one channel is reserved for speech, one for music and one for ambient sounds; thus leaving 5 available for sound effects.

So, when I play and audioClip, how do I specify it's a music or an ambient sound so it attaches to the correct audio channel?

EDIT3:

Apparently I am an idiot... Ok, so each audio clip has a type, on the interface you can set each of the audio clips type. You can even create a folder and set the default type for the audio clips in that folder. Now if you do this correctly, and it's pretty easy, you can then set the volumes for the audio types using:


Code: ags

  Game.SetAudioTypeVolume(eAudioTypeAmbientSound, 100, eVolExistingAndFuture);
  Game.SetAudioTypeVolume(eAudioTypeMusic, 100, eVolExistingAndFuture);
  Game.SetAudioTypeVolume(eAudioTypeSound, 100, eVolExistingAndFuture);


So... Yeah... That's it, it doesn't require all my ramblings on there...
#2920
AGS Games in Production / Re: Future Flashback
Thu 31/08/2017 22:49:24
Hey guys! So here's a small update, this time I wanted to show the game music! ;)

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