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Messages - morganw

#241
The Rumpus Room / Re: *Guess the Movie Title*
Tue 10/09/2019 18:36:15
Back to the Future?
#242
Yes, try this.

Code: ags
function Speak(this Character*, int iconNumber, String chardialog)
{
  DynamicSprite* sprite = DynamicSprite.CreateFromExistingSprite(iconNumber, true);
  sprite.Resize(75, 75);
  Overlay* icon = Overlay.CreateGraphical(10, 640, sprite.Graphic, true);
  this.SayAt(10, 680, 1200, chardialog);
  icon.Remove();
  sprite.Delete();
}
#243
Quote from: bx83 on Sat 07/09/2019 14:42:02
I realise the cars a Delorian - I'll change it.
I'm aware Julius's face is like Guybrush - changing it.
Is there any other factors you see as commercially damaging?
It depends what you mean by commerically damaging. If anything I think you'll be more successful with all of these elements left in, but that is the problem; if the the rights holder can demonstrate that this game made you lots of money and statistically show that it performed better than other products which have no relation to their property, they might be asking for all of the money which it made.

Quote from: bx83 on Thu 22/08/2019 09:32:01
Lost on Cow Island is a slap-stick, foul-mouthed
^^ and they might consider their property to have been damaged, especially if it appeared for purchase in the same stores when their own products are available.

Please don't take this as criticism, I think people are pointing out these issues because they can see the amount of time and effort that has gone into this. But you've already started promoting the game using artwork and a description which might be enough to cause you problems, so I would probably suggest getting some clarification from a legal proffesional to check over the rest of the game content.

Perosonally, I can't speak for what is in the rest of your game, but I would say you are still making direct references that wouldn't be considered accidental:
Spoiler


[close]
#244
Quote from: bx83 on Sat 07/09/2019 02:55:41
What about the bttf reference?

I think the issue is not, what from BTTF you are referencing, but that you will sell this commercially with a perception (from description and artwork) that you are borrowing/modifying someone else's intellectual property as a base.
#245
Perhaps the easiest demonstration is one where you can see the channels and triggers, and how the patterns are repeated. The first track here is roughly 1MB of sample data.

#246
As far as I know Impulse Tracker format is already supported, as the underlying library already supports it:

Quote from: https://adventuregamestudio.github.io/ags-manual/MusicAndSound.htmlAGS is able to play the following types of audio file: OGG, MP3, MIDI, WAV (uncompressed), MOD, XM, IT, S3M and VOC.

There are quite a few audio issues with the engine, some related to timing, some format specific. Tracker style playback does work around some of these and would also be way more efficient for dynamic layering. At the moment, I don't think you can achieve the same effect as tracker playback using the in-build audio channels.

The engine itself is in flux, since the underlying multimedia libraries it runs are are so old, but I'll add a feature suggestion for XRNS support.
#247
I think that technically you could note the current co-ordinates of the player, then call PlaceOnWalkableArea, note the player's co-ordinates again, and then place them back in the first position.
(if you wanted to avoid the need for a dummy character)
#248
You may be hitting a known issue that affects importing sprites, that they are all held in memory until you save the game project. The practical memory usage limit (of the import process, not the sprite cache file) is about 2GB, so if you had 2GB worth of sprites (sounds like you do) you won't be able to re-import them all without some intermediate saving.

If you re-import a smaller set of sprites, does it still crash?
#249
The file isn't valid as the lower section is missing. If you delete it and then try again, does that fix it?
#250
There are automated builds, but I don't think they will be classed as an official release at this point because they aren't well tested and aren't integrated with the existing game build process. I think the issues with the older builds were coming from maintaining hand-built XCode projects (potentially these are no longer needed because CMake is used instead), but actual obstacles to releasing a game (that works everywhere) will be signing with an Apple Developer ID and having the game notarized.
#251
Is there more than one correct answer?
#252
The 3 files which need to be flagged as executable are:

  • the script that is named after your game
  • ags32
  • ags64
If you are running ags32 or ags64 directly, instead of running via the script that is named after your game, you might end up with no sound.
If you have no sound and you are running the script already, you might be missing the older ALSA components that are required, you can install these with:

Code: bash
sudo apt-get install alsa-tools


To see any issues, you want to be starting the game from a terminal and not from a file manager. This way if the program fails to start it should print the reasons why.
#253
Hints & Tips / Re: Suspicious Mind
Thu 15/08/2019 22:56:12
I'm not sure how to give a hint that isn't the solution, but:
Spoiler
the dialog response is optional
[close]
#254
Quote from: cat on Tue 13/08/2019 09:56:02
Quote from: bx83 on Tue 13/08/2019 07:12:23
'Unable to register for Windows Game Explorer: Unable to replace resource: EndUpdateResource for __GDF_XML failed: 0000006E'
I've seen this as well with a previous beta (4?), but since it goes away when compiling again, I didn't really care.

Normally these types of issues are because something has locked the file. Having the 'Compiled' folder open in File Explorer whilst compiling can be enough to trigger this.
#255
Just to add, template changes were a mixture of tidying up and rewriting to try and make them all more consistent (particularly with regarding to GUIs pausing the game).
There are some instructions listed in the new (unfinished) manual.

Sierra-Style
This was mainly tidying up and replacing the keyboard movement.
https://adventuregamestudio.github.io/ags-manual/TemplateSierraStyle.html

BASS
This was a partial rewrite to remove redundant code, reduce the amount of unhandled clicks, and give reversable controls (so you can make it work like actual BASS if you want).
https://adventuregamestudio.github.io/ags-manual/TemplateBASS.html

VerbCoin
This was from scratch and I've tried to make the simplest thing that worked and was round.
Inventory handling is similar to BASS this time around.
https://adventuregamestudio.github.io/ags-manual/TemplateVerbcoin.html
#256
Did you launch ags64 directly or did you use the script?
Edit: I tried and it seems there is something wrong with the library or how it is loaded
#257
The person who made Camp 1 also ported the whole thing directly to Godot, I think. I got the impression they just made their own small framework to do it and didn't have too many issues.
#258
I've just played this and thought it was very good. A very smart design, where you learn something when things go wrong...
#259
You are continually running this, right?

Code: ags

  if (newGraphic != mouse.GetModeGraphic(mouse.Mode)) {
    mouse.ChangeModeGraphic(mouse.Mode, newGraphic);
  }


Your if statements don't look lile you set a value for newGraphic under every circumstance, so you are likely setting it to 0 yourself and not realising.
(0 is the value of an uninitialised int)
#260
There is a resolution setting (high or low) on imported sprites. If you look at the sprite settings in the Editor they are probably different, which is why one character is twice as tall as the other.
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