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Messages - morganw

#21
For the syntax highlighting, I've added matches for a keyword and some functions that were missing:
...so whatever is being hosted by the web server probably needs to be updated to the latest version.

For the manual pages, given that the state of Prism isn't clear and to avoid the need to apply the highlighting dynamically, I created syntax highlighting specifications for KatePart (KDE). If it were possible to render the highlighting on the web server using these and you wanted to use them, they are currently available in the ags-manual repository:
Possibly they might end up in some kind of generic editor support repository at some point in the future, that probably depends on what happens with the built-in AGS editor and what happens with how the manual is built.
#22
Quote from: Crimson Wizard on Mon 17/10/2022 15:50:14Linux and Mac have case-sensitive filepaths
It is file-system dependent, but I believe the default one on macOS is case insensitive. i.e. if the problem was the case then macOS and Windows would likely be doing something similar and a Linux system would be doing something different.
#23
Just to check, have you just printed the slot number to check that you are actually reading the correct file?
If everything looks OK then you can probably work out what is going on by running the game through strace.
#24
Quote from: AGA on Sat 01/10/2022 12:47:55@morganw seems to work?

It doesn't seem to work in the message previews. When I try the text is white with a dark shadow but there is no additional background, so it is pretty difficult to read.

I'm not sure what the old highlighter did for dialog scripts, but it will be a problem where the dialog matches a keyword. Here is an example: https://www.adventuregamestudio.co.uk/forums/index.php?msg=636650183

I don't think it is possible to tell whether a script is a dialog script or not so that probabaly means people need to know how to set the language identifier.

code

Code: ags
@1
  Time = Time - 10;
You: So what do we have here?

code=ags

Code: ags
@1
  Time = Time - 10;
You: So what do we have here?

code=agsdialog

Code: agsdialog
@1
  Time = Time - 10;
You: So what do we have here?
^ this still doesn't look correct because the indented line should have effectively switched back to "ags" for the remainder of the line.

As a side note, it isn't looking very hopeful to get this merged into the upstream version of Prism because when I tried to write the required tests it seemed to indicate their testing system is broken: https://github.com/PrismJS/prism/issues/3559
#25
Quote from: js on Sun 02/10/2022 14:31:53Reading this thread, i see it could be downloaded from:
https://cirrus-ci.com/github/adventuregamestudio/ags/ags4

Following this link shows me only « builds in-progress », not the previous finished build.
Are finished builds available to the public ? If they are kept, how to find them ?

From that page, click on one of those builds.
e.g. https://cirrus-ci.com/build/5975450676625408

From that page, click on one of those tasks.
e.g. https://cirrus-ci.com/task/6476896027279360

The artifacts for each task are available as public downloads.

The docker images are built on-demand by the build service and then cached, so those aren't available to download.
#26
It may also be worth considering Ren'Py. Like AGS, it is not targeted directly at making a Myst-style games but what it provides will allow you to do it without too many issues.
#27
Quote from: eri0o on Sun 18/09/2022 20:42:53@morganw , I think in your above post the new lines are getting removed by the code formatting.
There are newlines in what I posted (they are still there now according to the editor) so I think that is an issue on the server side.
#28
To download and build:
Code: ags
git clone -b ags https://github.com/adventuregamestudio/prism.git
cd prism
npm install && npm run build


The interactive test page should work just by opening the test.html page directly, but the examples.html page requires a web server to dymanically load the example code. I was testing by doing this:
Code: ags
npm install http-server
npx http-server


The highlighting is split into two languages; I don't think it is possible to differentiate a dialog script from the regular game scripting. The dialog script is processed in a stricter way and operates per line, so embedding chunks of the game scripting into the dialog script may lose some highlighting when spanning multiple lines, but in most cases I think it will be OK.

I tried to match to the default tokens that are listed at https://prismjs.com/tokens.html. Looking at the built-in themes, the amount of highlighting seems to vary quite a lot depending on the theme that is chosen, so for test purposes it is probably important to ensure that the chosen theme is actually using all of the syntax matches.
#29
Quote from: Monsieur OUXX on Tue 02/08/2022 11:10:50
Quote from: AGA on Wed 29/06/2022 20:46:34
it needs the help of someone who can both do coding, and who knows the AGS language well, to implement a new language template.  If anyone is willing to help, instructions are here: https://prismjs.com/extending.html
I'm going to have a look, but is someone else working on this? (asking for coordinated work).

In the meantime, the C-like syntax (provided natively by prism) would probably fit 99% of the need!
I gave it a try and I have something working.

AGA, if I make create a fork of Prism in the AGS GitHub organisation, are you are able to integrate it into the new site from there? That way if someone else wants to improve/replace it they won't have to go through me, and if everything looks OK the patch to add it to the real Prism repository can come from the AGS organisation.

I guess I should also say, I'm not npm expert but it reports a lot of security vulnerabilites when using the package versions that the original Prism repostory is locked against. I'm not sure whether that is a measure of how safe or well maintained it is.
#30
It is hard-coded for north/east/sout/west so the limit is 4 and the button positioning isn't dynamic.

If someone wanted to replace how it works with some kind of splayed layout algorithm, that would probably be good, although part of the idea for the rewritten versions was to try and keep things fairly simple with a long term view to try and split the behaviour into modular components.
#31
I did edit the code shortly after posting it, does the version you are testing have "!" characters in it?
#32
I think what you are trying to do is just this:
Code: ags
function fridge_close_Interact()
{
  fridge_close.Visible = false;
  fridge_open.Visible = true;
  cheese.Visible = !player.HasInventory(icheese);
  chicken.Visible = !player.HasInventory(ichicken);
}
#33
It is a little difficult to give the best solution (I don't know why you wouldn't just make the objects invisible once, at the time of picking them up) but the problem of which item is picked up first is because the check for the chicken only happens when you have already picked up the cheese. You need to indent the code so that when you read it back it will be clear which parts of the script will run.

Code: ags
function fridge_close_Interact()
{
  fridge_close.Visible = false;
  fridge_open.Visible = true;
  cheese.Visible = true;
  chicken.Visible = true;
 
  if (player.HasInventory(icheese))
  {
    if (player.HasInventory(ichicken))
    {
      cheese.Visible = false;
      chicken.Visible = false;
    }
  } 
  else
  {
    cheese.Visible = true;
    chicken.Visible = true;
  }
}


Do you see the problem now?
#34
Quote from: Stupot on Tue 21/06/2022 13:18:32
QuoteAdditionally, it was sending editor crash reports, which also included screenshot of the AGS window at the time of crash.

Thank Christ I didn’t make that interactive voyeurism sim I was thinking about.

The screenshot taking was removed because the screenshots included more than just AGS related windows. I think releases of 3.5 and newer should be safe. I wouldn't run any releases older than these without first checking that the change has gone into the older branch and releases: even though sending the screenshot would fail because the server side isn't there, the data which makes up the screenshot would still be in memory for a short time, the identify of the receving server was not verified in any meaningful way, and the data was not encrypted in transit.
#35
What are you using as the location where the game should be created?
#36
I don't think there is an SDL2 version for the hardware you are trying to target, the classic OS3 machines would only have the original SDL library and I'm not sure how heavily it is tested. For OS4 (and MorphOS) there are already ScummVM builds and that has some AGS support so in theory that could run a new AGS game and that hardware would likely be up to the job.

Maybe the best similar option for making adventure games on the classic machines would be GRAC 2:
https://aminet.net/package/game/role/GRAC2
#37
Quote<MODULE/PLUGIN:> <name> <version> - <Optional short description>
Should this be changed to say:
Quote<MODULE/PLUGIN/TOOL:> <name> <version> - <Optional short description>
#38
Adventure Related Talk & Chat / Re: IRC down?
Wed 26/01/2022 21:11:29
It hasn't been working for the last couple of days. Does anyone have access to check the server?
#39
Is this the original game slightly modified, or the original game slightly modified with an extension to make it longer, or something meant to stand-alone as being entirely new?
#40
From memory, I think this was a race condition where the game hadn't finished being written to disk yet but it was already being opened by the engine. I didn't ever find an easy way to fix it (likely either WINE or AGS the build commands needs to be told to wait until data is actually on disk) but I think you would find the game would be valid if you launch the engine manually after the automatic launch has failed.
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