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Messages - eri0o

#41
QuoteIs it possible to play the video somehow not blocking and not fullscreen in a room

This is supported in AGS 4! I don't have yet the proper docs to point to you how it works since we are working on the documentation still, but I believe there is a topic on the forums that describes the VideoPlayer struct API - it's reasonably simple and has a graphic property you can pass to things that take a sprite slot.

About the specific video without sound, any possibility of sharing the file and the code you are using for playing it?
#42
Whoa, what sad thing to happen to that website. The forums had been running as long as ours I think.  :~(
#43
What was the description? In the manual about Tumbleweed template it says the descriptions use > character for verb interactions.
#44
In the website there is a page where there is an entry called plugins

https://www.adventuregamestudio.co.uk/create/help-support/

I notice that it instead has links to the GitHub source code of the Editor and Engine, and it also has a link to the binary storage of the AGS Templates. For the templates, I believe it would be more useful to link to the source code of them (https://github.com/adventuregamestudio/ags-template-source), since their binaries already come with the engine (but they are available too in the release artifacts of this repository).

In case it is desired, there is a starter plugin project that is here: https://github.com/adventuregamestudio/ags-demo-plugins

But I guess these are more like "Source Code" links category than Plugins.
#45
You have a macro for one of the following letters  T, B, L, R, or for the words TL, TR, BL, BR, CBG.
#46
I've had issues with shaders existing beyond when they should when debugging and halting AGS engine in Visual Studio, ages ago when I played with the OpenGL ES code for shaders used in the tint and stuff. I could solve it by restarting usually. I don't know how to explain but the game would boot and have ghosts tints, shaped like sprites, and only happened in my PC with Nvidia. My video card was new at the time.
#47
It would be nice if there was some way to connect something from audio output to the shader input for fun music synced effects
#48
Yeah, and also, the volume could be something optional right in the play call instead of requiring the need of channel?

I think from what I remember from previous discussions people forget to deal with the null audio channel. I think if there was some way to grasp for errors of audio - like if there is no audio device or the audio file doesn't exist - not sure how.

The other thing is some people like positional audio, but they understand as either it being relative to the player character or relative to the position on screen. There was also at some point a question about having different regions in a room with different music and some crossover transition. But these nuances could also be left for scripting.

The other thing I remember being asked is something like a filter for when the player is in a cave or under water. I don't think this is easy to do with mojoAl. I think this was done in strangeland through a plugin and maybe Laura Hunt asked about it too at some point.
#49
One thing I would like is to be able to pass a volume right when using Play, and have that volume be a percentage that gets multiplied by whatever is the volume type percentage - so I could have a slider for the sounds per type in a menu.
#50
I don't know why this in particular wouldn't work but I would like to note that iTextureDim is already a constant there that AGS fills with the dimension in pixels as float of the texture of the thing you are attaching the shader to.
#51
Any chance somehow the exe and running from the Editor somehow makes it run with a different graphics driver? I think ctrl+v can show the graphics driver at runtime but it also can show it in the log - like, a glsl shader only works with OpenGL driver, hlsl has to be prebuilt and will only work with Directx9 and the software driver doesn't support any shader at all.
#52
I think I can add these as comments in a new PR but I want to wait the ui to update to see if it really appears on it before trying anything. :)
#53
Hey, resurrecting this thread to tell anyone who finds it on Google that a .gitignore has been merged in GitHub here so it should make into their UI soon when creating new repositories.  8-)



(It will take sometime to get into there, it has just been merged)
#54
Ok, it is not pretty but I made my first shader

Code: ags
uniform float iTime;
uniform int iGameFrame;
uniform sampler2D iTexture;
uniform vec2 iTextureDim;
uniform float iAlpha;

varying vec2 vTexCoord;


void main()
{
    // this is both direction and speed, should be lower than 1.
    vec2 dir = vec2(0.15, 0.05);

    // width and height of the texture
    vec2 wh = iTextureDim;
    vec2 uv = vTexCoord;
    vec2 scroll = mod(uv * wh + dir * iTime * wh, wh);
    vec2 uv_1 = vec2 (scroll.x / wh.x , scroll.y / wh.y);
    vec4 color = texture2D(iTexture, uv_1);
    gl_FragColor = color;
}

The idea here is to have the texture be continuous scrolling to some direction.



Then you can use like two overlays for a message box, one that has the shader has the infinite scrolling background and the other on top has the text with frames and a transparent background. I like this for puzzle games UIs.
#55
These backgrounds are generated and not drawn, right?
#56
Quote from: Snarky on Wed 21/05/2025 15:52:56Complete rejection is a position that renders itself irrelevant; people are just going to tune you out.

That's false, you can reject and carry on as usual, people are going to buy your game even if you didn't use A.I.
#57
Cool! I think with that I could do the texture copy, and then try to do texture tiled scrolling (this one I can do already, makes for some cool menu backgrounds), and then try affine transform - with the overlays I got my mode7 module to be quite fast, except for the ground which still requires lots of drawing surface manipulation to achieve it, but I wanted to see if I could do something with shaders instead - I think I can also hack this with having only a single Overlay that has the right texture and is resized to be screen size or something, but I am not sure yet.
#58
Hey, I wanted to play with this and had some ideas, but currently the only texture a shader instance can have access to, is the one it is attached to. I think this is due to how AGS works that it works with sprites, which may or may not have a texture associated.

I actually meant to try the simplest shader which I could think which would sample a texture and then use this as information to modify a the texture of the object the shader instance is attached to - my first idea would be to blatantly replace the pixels from one by the other and then work from there in other ideas.

Basically object oAaa with the image



And object oBbb with the image



And then just wanted to use a shader to replace pixels from oBbb with the ones from oAaa - this would be just a test and then I would this to test possibilities.

Essentially the objects would look like this



And then after using a shader on the object at the right it should look like this

#59
I will need to find some time to play with this but I think my blunt of clause should work.
#60
Uhm, I think then it could be if MaxTextWidth is infinite then it uses TextWidth, otherwise it uses MaxTextWidth.
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